I’m new to online games. I’ve programmed several single player projects,
but have never gone into the realm of the internet. I’ve also never had
to “update” a game with patches or new maps/items because everything has
been hardcoded and finalized once the game is finished (I’m an indie
developer, by the way).
Having said this, I need to know the best route to go in developing a
game. I was thinking of going for the browser based option (something
like Runescape) simply because the server would be easy to access, and
the client would not have to download anything for an update, leaving
anything and everything easy for me to recompile.
Or, I could go the client based route and have either patches, DLL’s, or
whatever else is needed to update something the player already
Of course, with browser based games I would have to write them in java
(although I could do the server in c++), so there is the speed issue.
I’m native c++ so naturally client would seem easier, but from anyone’s
experience would it be better to do something from the browser?
Please log in or register to post a reply.
I’m playing around with java right now, but to be honest, I don’t think
there’s much of an advantage once socketing gets involved. There aren’t
many good java engines around so if you want something highly detailed,
you’d be better off using a c++ client, I think. The only advantage
would be updates if they didn’t need to download the client each time,
but if it gets complex, they would probably do that anyway. By the way,
I’m not a multiplayer person and i was wondering if everyone turns off
their firewall when they play those games? That would seem kind of risky
to me, or can you just allow that certain program access? Actually
multiplayer in general sounds risky, does anyone get a lot of viruses
doing that or not?
Yes, firewalls can be configured to unblock specific programs or ports.
And, at least in Windows, the firewall doesn’t even get involved until
the program wants to act as a server, i.e. listening for connections on
a socket. If the client is just establishing an outgoing connection, no
special firewall configuration is necessary.
As for getting viruses from multiplayer, I don’t think that happens very
often. You can of course digitally sign any executables you distribute
via internet updates so the client can authenticate them (modulo
man-in-the-middle attacks, of course).
Really depends on what kind of game you want to build. Do you want to
use the Internet solely/mostly for management/deployment, or actually
run a game based on multiple players interacting real-time?