Custom/ Private Servers?

Hi, I’m about to start developing my first multiplayer game. My intention is for it to be an online game (obviously) with only one server to begin with.

I would like a system where the user, when we add more servers, will be able to choose from them. However, I’m stuck on figuring out how this works. Will I need a server-side client or program to run on the server or will it just be used to store variables such as player health/name in a database that the game then accesses? How big of a task is this?

I have direct access to the server (it’s in my home), so I can pretty much make any alterations that I need to. I want to try and avoid things such as Photon.

I don’t feel I’ve been very clear so if you have any further questions please ask.

The structure for a multiplayer game with multiple servers and a database might look something like this:

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It’s a pretty big task, especially if done right, but we had success using MsSQL and writing a .NET application for the service layer.

I would first recommend researching traditional client/server games and trying to build simple prototypes in Unity. I’m not sure why you’re outright dismissing Photon.

The data/service layers can be built completely separate to your Unity game. In Unity you can fake your data until you have everything working together.

Writing network architecture for big games is a very broad subject, though in my experience a lot of it is based on business and web applications.

I want to try and avoid things such as Photon.

Why? Third party tools have the potential to save years off of your development time. Building a reliable server system is not small task. You are happy with using a third party game engine. Why not use third party networking as well? Just add the tweaks you need to make your game work.