Search Unity

[Question] Generating item attributes for RPG game server side of client side?

Discussion in 'Multiplayer' started by GuiiDo, Jan 1, 2019.

  1. GuiiDo

    GuiiDo

    Joined:
    Dec 24, 2018
    Posts:
    5
    Hi, I am planning on developing a RPG game that will have items with random generated attributes.
    So for example a item has 3 attributes (Power, defense and stamina) for example, and each of these attributes will have randomly generated values (based on a whole lot of factors like player level and item rarity etc.).
    Currently i have a API that handles the login and registration for the user. I want to know what the best approach is when it comes to generating item stats. Do i do this client side, when the actual Gameobject is generated within unity, or can i generate the item values within my API, and then pass them to unity to create the Gameobject with the generated stats? FYI, I am new to game development but pretty experienced back end API developer. Any help or suggestions are welcome!
     
  2. Whippets

    Whippets

    Joined:
    Feb 28, 2013
    Posts:
    1,775
    The server should definitely handle creation of objects/items. You then need to pass the item's data to the client, as well as keeping it in the player's inventory on the server (especially if the world is persistent).
     
  3. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    Generally you should make the server authoritative over as much data as possible if your game includes any multiplayer or competitive aspects.