Week2-3 -Early Online and Multiplayer Games.pdf

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Elective IV Game Networking Prepared by : Ms. Roselle R. Bengco NETWORKED AND MULTIPLAYER GAMES Early Online and Multiplayer Games Prepared by : Ms. Roselle R. Bengco NETWORKED AND MULTIPLAYER GAMES Learning Objectives : Introduce important early multiplaye...

Elective IV Game Networking Prepared by : Ms. Roselle R. Bengco NETWORKED AND MULTIPLAYER GAMES Early Online and Multiplayer Games Prepared by : Ms. Roselle R. Bengco NETWORKED AND MULTIPLAYER GAMES Learning Objectives : Introduce important early multiplayer games that set the tone for the networking multiplayer games that would follow. Describe early network games that often had a centralized architecture, suitable for the mainframe era in which they were developed. Prepared by : Ms. Roselle R. Bengco NETWORKED AND MULTIPLAYER GAMES Defining Networked and Multiplayer Games Early Networked Multiplayer Games What distinguishes a networked multiplayer game from a local multiplayer game is that networked games have two or more computers connected to each other during an active game session. Making video games is hard. Making online multiplayer games is even harder. This is a fact of life that's obvious to developers, but sadly is often lost on players and some members of the press. Using Netcode for Multiplayer Game design Prepared by : Ms. Roselle R. Bengco NETWORKED AND MULTIPLAYER GAMES How do multiplayer games connect ? SGI Dogfight, which becomes the first game to use the Internet Protocol (TCP/IP), is released in 1986. The game was limited to a single network, as broadcast packets were used. In the same year, workstation computers received graphics capabilities. Dogfight is a demonstration program initially written by Gary Tarolli at Silicon Graphics, Inc in the summer of 1983. It represents landmarks in two key areas of Internet development: games and multicasting, and notable advancement in creating rendered virtual environments. NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco Most multiplayer games connect players together via a multiplayer server, which lists all available online games and allow players to connect to a game or create a new game for others to join. Although main game servers are controlled by the developers, many games allow users to create and control private servers. NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco Prepared by : Ms. Roselle R. Bengco Is Unity multiplayer free? Unity offers a free number of Concurrent Users (CCU) for each license. If you need to increase the number of CCUs that your game supports, you'll have to pay for the extra bandwidth that you use. @GameDeveloperAf, we provide one 20 CCU free subscription to each developer and title, so you can have up to 20 test players for your game. You don't run servers as such, when using the Photon Cloud. You probably refer to "rooms" (matches), when you say "server". You can have any number of rooms that make sense (with 20 CCU, there are 1-10 rooms, usually). You'll be charged $0.49/GB of traffic that travels through the Unity infrastructure (Matchmaker and Relay Server). NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco As each client reports the information to the server by sending messages through its corresponding socket, the server updates the current game state and sends the updates back to all of the players, including the original sender. NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco Creating a client-side WebSocket The following code snippet creates a new object of type WebSocket that connects the client to some backend server. The constructor takes two parameters; the first is required and represents the URL where the WebSocket server is running and expecting connections. The second URL, is an optional list of sub-protocols that the server may implement. var socket = new WebSocket('ws://www.game-domain.com'); NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco Game clients The game client represents the software, hardware device, or both, that the player uses for playing a game. The game client provides the software for translating the player's inputs into messages that are sent to a server for processing How do game clients work? A game client receives input from an individual user. In an First Person Shooter game, for example, a player does many different actions such as move, shoot and communicate. Each of them will require the player to control the input devices. After receiving those inputs, the game client will send it back to the server. NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco Game Servers How do you create a game server? Based on its core functions, a game server can comprise the following three layers: the network, user and database layers. The network layer facilitates packet exchange with clients; the user layer processes user information; and the database layer processes database requests. NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco PLATO Perhaps the first online network community was PLATO (which initially was supposedly not an acronym for anything, but later became an acronym for Programming Logic for Automatic Teaching Operations) that had users log into mainframe servers and interact from their terminals [PLATO]. PLATO included various communication mechanisms such as email and split-screen chat and, of course, online games. Two popular PLATO games were Empire, a multiship space simulation game and Airfight, what may have been the precursor to Microsoft flight simulator NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco There was even a version of Spacewar written for PLATO. These early online games were networked only in the sense that a terminal was connected to a mainframe, much like other interactive applications (such as a remote login shell or an email client) of the day. Thus, the game architecture featured a ‘thin’ game client (the terminal) with all the computation and communication between avatars taking place on the server. https://www.filfre.net/2021/01/the-dream-of-flight/ NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco MultiUser Dungeons MultiUser Dungeons (MUDs) rose to popularity shortly after PLATO, providing a virtual environment for users to interact with the world and with each other with some gameplay elements. MUDs are effectively online chat sessions with game-play elements and structure; they have multiple places for players to move to and interact in like an adventure game, and may include elements such as combat and traps, as well as puzzles, spells and even simple economics. Early MUDs had text-based interfaces that allowed players to type in basic commands, such as ‘go east’ or ‘open door’ (Figure 2.6). NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco Arcade Games NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco Hosted Online Games In the 1980s, the idea of ‘pay for play’ first emerged, with several game companies hosting online games and charging a monthly fee to play them. Companies such as DowJones (The Source) and Compuserv (H and R Block) made use of the idle compute-cycles on their servers during nonbusiness hours by charging non-premium fees to access their computers to play games. Such systems primarily featured text-based games that were prevalent in academia, but several were multiplayer versions such as Compuserv’s Mega Wars I, a space battle that supported up to 100 simultaneous players. NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco The real revolution in gaming came when LAN networks, and later the Internet, opened up multiplayer gaming. Multiplayer gaming took the gaming community to a new level because it allowed fans to compete and interact from different computers, which improved the social aspect of gaming. This key step set the stage for the large-scale interactive gaming that modern gamers currently enjoy. On April 30, 1993, CERN put the World Wide Web software in the public domain, but it would be years before the Internet was powerful enough to accommodate gaming as we know it today. NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco How to Develop a Video Game 1.Pick a concept. Generate a few game concepts to see what kind of game you want to make.... 2.Gather information. Game creation involves extensive research.... 3.Start building.... 4.Refine your concept.... 5.Test your game.... 6.Market the finished product. NETWORKED AND MULTIPLAYER GAMES Prepared by : Ms. Roselle R. Bengco Create in Unity without code It's true that most of the interactive content you create in Unity relies on text-based programming. Unity supports the C# programming language, and there are two main areas that need to be understood: logic and syntax. NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco The Future The move to mobile technology has defined the recent chapter of gaming, but while on-the- move gaming is well-suited to the busy lives of millennials, gaming on mobile devices also has its limitations. Phone screens are small (well, at least until the iPhone 6s came out), and processor speeds and internal memories on the majority of cellphones limit gameplay possibilities. According to a recent VentureBeat article, mobile gaming is already witnessing its first slump. Revenue growth has slowed, and the cost of doing business and distribution costs have risen dramatically over the last few years. Although mobile gaming has caused the death of hand-held gaming devices, consoles are still booming, and each new generation of console welcomes a new era of technology and capabilities. Two industries that could well play a key role in the future of gaming are virtual reality and artificial intelligence technology. NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco Unity online multiplayer https://www.google.com/search?sa=X&hl=en&sxsrf=ALiCzsZPiEBadVeqwANK7jOV2jUgqjVgPQ%3A166427915288 4&q=unity%20multiplayer%20networking&ved=2ahUKEwjNvdv98rT6AhWPAd4KHceRB0IQmoICKAN6BAgDEAs&bi w=1136&bih=980&dpr=1#kpvalbx=_v-IyY8KbA5vT-Qb-zoKYAQ_90 Game Server https://www.youtube.com/watch?v=DS1FcT93Qy8 NETWORKEDPrepared AND MULTIPLAYER GAMES by : Ms. Roselle R. Bengco

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