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[Multiplayer-Arena] Discussion, Give me yours opinion

Discussion in 'General Discussion' started by Gousenfire, Jul 15, 2015.

  1. Gousenfire

    Gousenfire

    Joined:
    Feb 18, 2014
    Posts:
    30
    Hello World,

    I would like to do an multiplayer Arena Game and I'm with a couple of ideas of how to do it. But its my first time doing that, so I need a feedback.

    My idea is create a 2D Game Arena, which you can enter in an arena to beat others players in a 2vs2, or you can co-op with 3 more player in a random dungeon map.

    What I will try to do is make an list of servers. One list will hold the arena servers and the other will hold the Dungeons Servers, but each server will be hosted by someone. (like in the game PayDay 2, the Crime.net).

    This way I'll have no part on host the servers, but just those lists that will redirect the player to that server... Can I do that? there's a better way? how? and any ideas of how to implement this efficiently in Unity? What tools should I use? Well it's a lot of questions I hope you guys can help me answer some of them!

    Cheers,

    Gousenfire.
     
  2. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    P2P networking is reasonably common. You do need to have a game robust enough to deal with cheaters, as all of your code will be running client side.
     
  3. Gousenfire

    Gousenfire

    Joined:
    Feb 18, 2014
    Posts:
    30
    sorry but what means P2P? And thanks for the reply!
     
  4. Samuel411

    Samuel411

    Joined:
    Dec 20, 2012
    Posts:
    646
    P2P is peer to peer. Its a solution for networking. It means everyone connected reports their data to everyone connected. With a solution like this you don't send data to the server meaning there's nothing to monitor this data and check it to make sure it is reliable. A hacker could easily send data saying he's in a house when a second ago he was a mile away from the house. What @BoredMormon was saying is that from the client you'll need to check the data before sending and make sure it's reliable. Ex: Checking the position of the player and making sure it doesn't move a significant amount in a short time.

    You may want to watch some tutorials on P2P to get a better idea of its benefits and its downfalls so you can decide if its something that will work for you.
     
  5. Gousenfire

    Gousenfire

    Joined:
    Feb 18, 2014
    Posts:
    30
    thanks Samuel411 for the reply. Anyway I still have to monitor the servers (I mean the lobby to the players see what server are available to enter) right?
     
  6. Samuel411

    Samuel411

    Joined:
    Dec 20, 2012
    Posts:
    646
    When someone makes a server you could just send their IP to a database and when people request a list of servers just display the list of IPs. Dont forget to remove servers that have been closed.
     
  7. Not_Sure

    Not_Sure

    Joined:
    Dec 13, 2011
    Posts:
    3,541
    I would also make sure to have the entry point very low. A small game like that will only get players if they don't have to jump through any hoops.

    No one wants to be forced create an account or go through a huge tutorial for a game they may just play for a minute or two.