Original Post
Well, I will try to make this question simple, if I don't make myself clear, please tell me and I shall edit this post.
I'm putting together a team and we are working on a online game, a sort of 2D RPG/ACTION thing, not too sophisticated at first, but we do have experience with doing this kind of stuff on offline gaming, so I'm familiar with AI, collision detection etc of a 2D game.
Well, I've been researching and reading on networking and client/server design, but have some questions on what's been on my mind (I've been discussing this with the rest of the guys as well) and I'd like some opinions on some stuff:
Maps: Well I'll have a graphical representation of this part of the game on the game client and all, but on the server I will only need a "physical" representation of this, right? Like I will only have to store what is relevant to collision detection, interaction, event activation and what not. And you guys think I should also keep the basic physical info on the client too, for example for avoiding that the player runs through a wall because of a delay on the packet delivery? What are your thoughts on these two maps representations server and client? (I already have a working graphical map engine, still needing some work, but working nonetheless)
Players: I will have to give info on the appearance of the player to the client and all so it can load everything, but that's not where I have more doubts. On the client side I'm thinking about the same kinda thing as for the map, just a physical representation of the player, where it is and all, and sending via packets it's moving vectors, it's actions codes and the results of actions, like damage just received and all, stuff like that, but I would really love some opinions on the design for the server side representation of the player. For the client side I will have the graphical representation and the animations stored, which shall be activated through the codes that come in the packets.
Well I think monsters and npcs design would come from What I have from the player, even tho for now I'd like to get a map with a player working before I advance on doing stuff. So I think that's my question for now, but anything you want to comment/ask is welcome.
I'm putting together a team and we are working on a online game, a sort of 2D RPG/ACTION thing, not too sophisticated at first, but we do have experience with doing this kind of stuff on offline gaming, so I'm familiar with AI, collision detection etc of a 2D game.
Well, I've been researching and reading on networking and client/server design, but have some questions on what's been on my mind (I've been discussing this with the rest of the guys as well) and I'd like some opinions on some stuff:
Maps: Well I'll have a graphical representation of this part of the game on the game client and all, but on the server I will only need a "physical" representation of this, right? Like I will only have to store what is relevant to collision detection, interaction, event activation and what not. And you guys think I should also keep the basic physical info on the client too, for example for avoiding that the player runs through a wall because of a delay on the packet delivery? What are your thoughts on these two maps representations server and client? (I already have a working graphical map engine, still needing some work, but working nonetheless)
Players: I will have to give info on the appearance of the player to the client and all so it can load everything, but that's not where I have more doubts. On the client side I'm thinking about the same kinda thing as for the map, just a physical representation of the player, where it is and all, and sending via packets it's moving vectors, it's actions codes and the results of actions, like damage just received and all, stuff like that, but I would really love some opinions on the design for the server side representation of the player. For the client side I will have the graphical representation and the animations stored, which shall be activated through the codes that come in the packets.
Well I think monsters and npcs design would come from What I have from the player, even tho for now I'd like to get a map with a player working before I advance on doing stuff. So I think that's my question for now, but anything you want to comment/ask is welcome.