These days I am trying to design architecture of a new MMORPG mobile
game for my company. This game is similar to Mafia Wars, iMobsters, or
RISK. Basic idea is to prepare an army to battle your opponents (online
Although I have previously worked on multiple mobile apps but this is
something new to me. After a lot of struggle, I have come up with an
architecture which is illustrated with the help of a high-level flow
We have decided to go with client-server model. There will be a
centralized database on server. Each client will have its own local
database which will remain in sync with server. This database acts as a
cache for storing things that do not change frequently e.g. maps,
products, inventory etc.
With this model in place, I am not sure how to tackle following
I am not sure if this is an efficient solution and how it will scale. I
would really appreciate if people who have already worked on such apps
can share their experiences which might help me to come up with
something better. Thanks in advance.
Client-side is implemented in C++ game engine called marmalade. This is
a cross platform game engine which means you can run your app on all
major mobile OS. We certainly can achieve threading and which is also
illustrated in my flow diagram. I am planning to use MySQL for server
and SQLite for client.
This is not a turn based game so there is not much interaction with
other players. Server will provide a list of online players and you can
battle them by clicking battle button and after some animation, result
will be announced.
Please log in or register to post a reply.