Hello all,
I am not new to Unity, but new to creating a multiplayer game. I am looking to start designing a mobile multiplayer game and know that I need to understand what type of network architecture I will be using before designing. This is the part I would appreciate any advice from the community.
I will use this example since it will be along the lines of what type of game I am looking at create. For example lets say I will create a 2 player bowling mobile game (turned based), which each player takes a turn to throw the ball down the lane while the other player watches and vice versa.
Quickly guessing at the information that is passed over the network, like the ball’s trajectory, how many pins got knocked down, player timeout…etc. I am not sure at this point if I am worried about cheating.
I am trying to figure out what network architecture would be best for this type of game. Peer to Peer, client server…other architectures that I may not know about?
Some points that would help make a decision.
- Integrates well with Unity (UN, Photon…etc), middle-ware would be the first pick, why reinvent a wheel. I don’t want an overkill solution, trying to keep this simple to build upon.
- Low cost, what I mean here is if I went with a server-client then I am assuming I have to write server code (does Photon let you do this?) and pay to run that server (what if the game doesn’t pay for itself in maintenance cost?). Maybe this point would be second after researching an architecture.
- A reliable way for players to connect (Match making, lobbies)
- Simplicity that meets the design goal
Any advise on what network architectures to research on a mobile turned based game? I know each one has it pros and cons and I need to understand that more and how that affects my game details. Any thoughts from people with a deeper understanding than I is greatly appreciated!
Thank you!