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Ambient: The Multiplayer Game Engine

ambient.run

111–120 of 148 posts

Re: Ambient: The Multiplayer Game Engine

#112
I 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 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

#113

I 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…

>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.

How many completed games have you shipped with your custom netcode and engine?

Re: Ambient: The Multiplayer Game Engine

#114

Earlier 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.

This went pretty terribly for Fall Guys[0] because the moment a false positive slips through, and then that player posts their clip of a game with close to 100% cheaters on Twitter or Reddit, it exacerbates their image of a game with a serious cheating problem. Everyone saw a game taking place jam packed with cheaters and it became a PR problem they had to overcome.

[0] - https://www.pcgamer.com/fall-guys-once-had-a-secret-cheater-...

Re: Ambient: The Multiplayer Game Engine

#116

I 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…

Unity multiplayer implementations have been very awful indeed. But UE4 netcode was pretty decent for local small room (under 16 people, whole scene loaded at once) scenarios out of the box.

Re: Ambient: The Multiplayer Game Engine

#117

I 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 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

#118
post #63
post #31

A 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.

Use the annoyances lists on uBlock Origin. They're not enabled by default but they help a lot.

Re: Ambient: The Multiplayer Game Engine

#119

I 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…

Actually as long as you have access to the lower level APIs changing that stuff out whilst not trivial isn’t that crazy. The big win with UE in particular is then phenomenal art pipeline and tooling which would take an age to reproduce in a custom engine.
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