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Message Board > Game Designing > organising a networked multiplayer RTS game |
May 16, 2007, 18:14 | |
DTM
Earthling! 821 posts |
I haven't played any so I don't know how it's commonly done... How would you deal with starting games etc? In an FPS you would have a list of games, and players can join at any point in them. But presumably an RTS needs a different approach as the games will be longer and rely on the presence of all other players for strategy. So you couldn't really have another person joining half way through. Some thoughts: - some sort of lobby? Like I think those MSN games have, you would choose the map, number of players etc and then wait at a virtual "table" for others to join, and only start the game when all places are filled? But what if you select say 4 players, and then only 2 join, you would need some voting mechanism to decide to start the game without all places filled. Or would you forget this and simply give the host authority? - what if someone leaves during a game... (assuming > 2 players) does the game continue without them? How is this stuff organised in commercial RTSs? ____________ :o |
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May 16, 2007, 18:42 | |
Sandman
F3n!x0r 1194 posts |
Quoting DTM: - some sort of lobby? Like I think those MSN games have, you would choose the map, number of players etc and then wait at a virtual "table" for others to join, and only start the game when all places are filled? Lobby is good. Give the host authority and only set a MAX player count.But what if you select say 4 players, and then only 2 join, you would need some voting mechanism to decide to start the game without all places filled. Or would you forget this and simply give the host authority? Quoting DTM: - what if someone leaves during a game... (assuming > 2 players) does the game continue without them? Yes.Quoting DTM: How is this stuff organised in commercial RTSs? Mostly like you just described. ____________ BennuWiki Yes, my avatar has grey borders in IE (so get a decent browser) ROOFLEZ ROOFLEZ |
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May 17, 2007, 15:01 | |
DTM
Earthling! 821 posts |
ok
____________ :o |
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May 17, 2007, 19:52 | |
DTM
Earthling! 821 posts |
Reason I asked is that it makes it a million times harder to code (well I haven't really thought out the mechanics yet so maybe not ). As if the host quits it needs to delegate another. And I would think there would be only 2-4 players anyway...
____________ :o |
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May 17, 2007, 22:40 | |
DTM
Earthling! 821 posts |
Quoting DTM: well I haven't really thought out the mechanics yet so maybe not
____________ :o |
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May 17, 2007, 22:58 | |
Frimkron
Frustrated Megalomaniac 703 posts |
When a player leaves, most RTS's either kill off all their units leaving the other players or replace the player with an computer controlled opponent that takes over their units. Of course unless the player specifically selects to quit, the game will usually assume that the player is just lagging and will wait for a few seconds for them to re-connect. Another thing to note is that in most strategy games or other games involving a lobby, the host cannot start the game until all the players have hit a button to mark themselves as "ready". ____________ |
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May 18, 2007, 00:35 | |
Sandman
F3n!x0r 1194 posts |
If the host quits, just end the game. Being a host brings this responsibility.
____________ BennuWiki Yes, my avatar has grey borders in IE (so get a decent browser) ROOFLEZ ROOFLEZ |
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May 18, 2007, 22:47 | |
DTM
Earthling! 821 posts |
I shall bear all this in mind. Thank you
____________ :o |
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July 30, 2007, 18:33 | |
AXR
Ear-Infecting Monkey 36 posts |
Make that person's structures become neutral... OR BLOW THEM UP WITH NUCLEAR WEAPONS!@$# wooooooo
____________ SHALOM, MA NISHMA AcHI!? |
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August 3, 2007, 03:19 | |
TheMI3
Starving Artist 520 posts |
Quote: Another thing to note is that in most strategy games or other games involving a lobby, the host cannot start the game until all the players have hit a button to mark themselves as "ready". Ready buttons need to be eliminated from all games. It's fucking annoying joining a game and everyone's like 'Press Ready Press Ready FOR THE LOVE OF GOD PRESS READY!' And half an hour later that douche turns up and is like 'Why the fuck did you start without me? I was eating dinner.' If you're eating dinner, why the hell are you joining a game? >( ____________ This is my Blog. There are many like it, but this one is mine! (Now actual posts on it) http://www.chiefillustrator.com |
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August 3, 2007, 10:21 | |
Fiona
games are terrible -9616558 posts |
press ready to post [Edited on August 3, 2007 by Fiona] ____________ laffo |
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August 3, 2007, 18:21 | |
TheMI3
Starving Artist 520 posts |
Better still, the 'Not Ready' button insta-kicks you from the games and uninstalls it. Or perhaps any user to click 'Not Ready' starts off with 100 builder units. No buildings, and zero resources. ____________ This is my Blog. There are many like it, but this one is mine! (Now actual posts on it) http://www.chiefillustrator.com |
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November 22, 2008, 00:18 | |
Arcane
Beardless 8 posts |
The ready button is also used as an 'I accept these game settings' button, so game hosts can't quickly change the game settings and then launch the game... so they're kinda useful. And yeah; if people don't reply or ready themselves; give em the boot Most games allow you to first host a game, then alter the settings of the game (map, no. players, game speed, and whatever game specific stuff there is) while other players are joining. ____________ |
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Message Board > Game Designing > organising a networked multiplayer RTS game