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Idle game engine server

Discussion in 'Multiplayer' started by knight2601, Nov 6, 2018.

  1. knight2601

    knight2601

    Joined:
    Dec 12, 2013
    Posts:
    8
    Hi

    I'm currently developing an idle battle engine and wondered if there was any interest in this within the community?

    It is written in .net Core 2.1 and at the moment it uses a Lite-DB back end.

    It is designed for quick instantiation and deployment and will run under a master server who will allocate users to a engine server on a 'least users' basis. (so is very scalable)

    The engine can easily handle 2000 simultaneous battle chains of 10 battles (load tested) and delivers to the unity client in Json format. I based the features so far on Idle Heroes.

    They way i have written it is that all battles are pre-calculated on the server and a complete move log and victor, rewards etc., is delivered to the client so that the client becomes a simple playback engine.

    at the moment it supports the following:
    • race types
    • currency types
    • class types (wizard/warrior etc.)
    • 8 point armour system (head/chest/leg/arms/hands/feet/ring/neck)
    • single weapon (physical or energy type)
    • basic defence (phys/energy bias)
    • basic attack (phys/energy bias)
    • worn (armour) item buffs which apply multipliers to either physical or energy attack/defence
    • inventory system
    • weapon customisation effects slots
    • weapon damage types (single combatant, the row or all opposition with fall-off)
    • PvP/PvE battles
    to do next:
    • chat system (all/guild/friends)
    • reward system
    • shop
    • trade
    • market place
    • guild system (leader/members/ranks)
    • move players between servers
    • monetise
    • extract all customisation settings to back-end (SQL) configuration.
    • and other things i haven't thought of yet :)
     
    felipemuniznet likes this.
  2. felipemuniznet

    felipemuniznet

    Joined:
    Jun 5, 2018
    Posts:
    6
    It looks good on, if you want help I have a good experience with .net core and multiplayer games, currently I have worked in a communication library to use in future projects.

    https://github.com/Mun1z/KingNetwork
     
  3. Tiny-Tree

    Tiny-Tree

    Joined:
    Dec 26, 2012
    Posts:
    1,314
    i dont think using realtime networking library is good match for async/idle games.
    check the following:
    • opensource parse
    • nakama
    • gamespark
    • playfab