Ambient: The Multiplayer Game Engine
111–120 of 148 posts
Re: Ambient: The Multiplayer Game Engine
#112Networking is very fundamental to some types of games and the expected player experience. Grabbing a generic "this is multiplayer :D" box off the shelf and cramming it into your concept will likely fail miserably if you are seeking a high-quality outcome.
Certain flavors of net code cut extremely deeply into the game engine concerns. Rollback net code is a pretty big dragon in that it suggests your simulation must remain deterministic at all times. Ideally, if you are planning time traveling style net code, you would first have this problem cooking before you send a single byte across the wire.
Re: Ambient: The Multiplayer Game Engine
#113I am at a point where I do not believe I could outsource the net code for the kinds of games that I'd like to develop anymore. By extension, this sort of ruins my ability to use any commercial product like UE5/Unity/et. al. Networking is very fundamental to some types of games and the expected player experience. Grabbing a generic "this is multiplayer :D" box off the shelf and cramming it into your concept will likel…
How many completed games have you shipped with your custom netcode and engine?
Re: Ambient: The Multiplayer Game Engine
#114Earlier quoted context omitted.
I agree on most of it. I think the way to do server side check is not in real time during the game, but after the game session ended. You should unload every gamestate on a secondary server that process everything and rate what could be manipulated with a degree of confidence. After this rating drop a lot on a player it should trigger a manual/automatic ban.
> After this rating drop a lot on a player it should trigger a manual/automatic ban I once heard of a game that instead of banning cheaters, isolated them together in a separate bucket. Cheaters could still play… amongst themselves.
[0] - https://www.pcgamer.com/fall-guys-once-had-a-secret-cheater-...
Re: Ambient: The Multiplayer Game Engine
#115Re: Ambient: The Multiplayer Game Engine
#116I am at a point where I do not believe I could outsource the net code for the kinds of games that I'd like to develop anymore. By extension, this sort of ruins my ability to use any commercial product like UE5/Unity/et. al. Networking is very fundamental to some types of games and the expected player experience. Grabbing a generic "this is multiplayer :D" box off the shelf and cramming it into your concept will likel…
Re: Ambient: The Multiplayer Game Engine
#117I am at a point where I do not believe I could outsource the net code for the kinds of games that I'd like to develop anymore. By extension, this sort of ruins my ability to use any commercial product like UE5/Unity/et. al. Networking is very fundamental to some types of games and the expected player experience. Grabbing a generic "this is multiplayer :D" box off the shelf and cramming it into your concept will likel…
What I've gleaned from interviews is that the simulation part of the game including the netcode will be completely custom. The way I understand it, they're effectively only using Unreal Engine for rendering, sound, UI, cutscenes and so on, but all the gameplay logic is their code. Customizing an off-the-shelf engine to that level has to be highly nontrivial, and probably out of reach for smaller projects.
Re: Ambient: The Multiplayer Game Engine
#118A game engine for the Web without any usable demo, only a video. Who knows how it came to be. Being used to most Web productions never coming at the level of Infinity Blade, seeing a video isn't really something that impresses the crowd. https://www.polygon.com/2013/9/10/4715534/infinity-blade-3-c...
I'm sorry this is not really relevant to your comment, but I think it is important to restate the obvious. Why this page needs to put cookie panel? It takes 1/3 of page. Also there is just 'I Accept' button.
Re: Ambient: The Multiplayer Game Engine
#119I am at a point where I do not believe I could outsource the net code for the kinds of games that I'd like to develop anymore. By extension, this sort of ruins my ability to use any commercial product like UE5/Unity/et. al. Networking is very fundamental to some types of games and the expected player experience. Grabbing a generic "this is multiplayer :D" box off the shelf and cramming it into your concept will likel…
It's interesting in that respect what the developers of Frost Giant Studios, comprised of ex-Blizzard RTS devs, are planning for Stormgate. Complex RTS games need a deterministic ("lockstep") simulation to be viable over the network. On the other hand, they are using UE5, which as you indicate, has a completely different server/client model. What I've gleaned from interviews is that the simulation part of the game in…