Original Post
In a First Person Shooter one can get away with doing all decision making on the server, and simply updating objects on the client. But take a game like Diablo 2(not an MMO) where there is a great variety of attacks, damage, spells etc, what all does the server do in this case? Is the client a dumb terminal that is updating objects and running animations, or is it the other way around where the client is doing all the processing(hit detection, damage to enemies etc.) and sending only 'necessary' updates to the server? Taking this game as an example, could you tell me how you'd set it up for a hack and slash game?
I have no experience in this, but I'm trying to set up a client-server architecture where, preferably the game runs mostly on the client. I know this question is quite abstract, but if you could just point me in the right direction, that'd be great!
I have no experience in this, but I'm trying to set up a client-server architecture where, preferably the game runs mostly on the client. I know this question is quite abstract, but if you could just point me in the right direction, that'd be great!