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Looking for network solution: LAN, turn based, weak client

Discussion in 'Multiplayer' started by Headworker, Feb 7, 2015.

  1. Headworker

    Headworker

    Joined:
    Sep 6, 2012
    Posts:
    28
    Hey guys,

    do you know a network solution for unity that
    - allows turn-based multiplayer over LAN / VPN
    - allows to set up authoritative server (no physics needed)
    - is easily accessible ( i know my way around unity/c#, but networking always scared me :) )
    - is not too expensive (>100 $)
    ?

    I want to build a small multiplayer TBT game, the clients basically sends simple orders to the server (move to 3,3 -> plays on a grid), everything else should be done by the server. The calculated outcome of a turn should be received by the clients and played as a short animation / message.

    The ideal setup would be, that 1 player could start a dedicated server (as a console application etc.), then all the other player (up to 6 if possible) would join that game instance.

    Player Data persistence is not needed, saving / loading would be nice.

    Thanks for your advice.
     
  2. TokyoDan

    TokyoDan

    Joined:
    Jun 16, 2012
    Posts:
    1,080
    My game is turn-based and just sends each player's move to the other players (1 to 3) in the game. The server just handles rooms and matchmaking and relays the moves to all the clients. Each client has a complete updated copy of the game state so the server doesn't have to do much. I use their cloud-based AppWarp services. But you can even download and install your own server:

    http://appwarp.shephertz.com/game-development-center/turn-based-games/

    http://appwarps2.shephertz.com

    AppWarp S2 is an on-premise Real-time Multiplayer game server solution. AppWarp S2 empowers developers to build MMOs, casual PvPs, casino style card games and much more! Its designed for high performance and is based on the same engine that powers our popular AppWarp cloud offering.
     
    Last edited: Feb 7, 2015