is unity the right one?

hi
i wanna make a mix of master of orion, an usual browser game, and some own ideas.
what is needed:

  • ability to manage a huge database
  • game separated in server / client.
  • manage up to 1000 players per server

so, is unity the right one or is there something better?

Unity is more than suitable for your needs. The real question is whether your skills are suitable enough for Unity. It’ll provide you a lot of tools, but you still have to know how to use them, as with any engine.

very smart question, this days the moderators are closing many similar threads, the database haven´t problem, but 1000 players in a server (playing at same time) are many for any game engine, this question only can be answered for a developer that has try make this before.

Well, thanks for your relply.
I think my skills are smaller than my will to learn.:wink:
Are there any examples or tutourials for a 2d- userinterface infront of a 2d-map for the galaxy and a 3d-map for each star-system?

The concept is allmost final, right now i have to check what can be relalized and whathasto be done in a different way.
Is ther a separat tool for databases?
How is server/client realized?
Is there a tool for onlineupdates like a gamestarter that checks the gameversion?

Sorry for the horrible gramar and the look of my text.
I write from a tablet after 17 hours of work and i am allmost sleeping.

We’re doing no such thing. Very few threads get closed, and the only ones that do are because of incessant pointless arguing.

–Eric

sorry but when someone says that other engine is better than unity in any aspect (in this case networking) the thread is closed.

Why are you still here? And arguing with mods is probably not the best idea in the world (on any forum).

The mods close threads that turn into flame wars, which oftentimes stem from fanboys posting about other engines in a Unity forum.

As to matter of the 1000 players online, that’s more of an issue on the server side of things. Yes, Unity can handle that kind of data in a scene, but it will do no good if you make a poor choice for your server. The popular one’s around here are Photon and Smartfox.

That’s completely untrue. It’s only pointless incessant arguing like this that gets threads closed. Please try to stay on topic, and don’t post opinions as facts. Criticism is always allowed; trolling is not. Any further off-topic arguing in this topic will be deleted…if you have something further to say, send me a PM.

–Eric

If you have to delete somethings, ok. But please dont closethis threat as i will have a lot of questions.

Is there a sourcecodeexample for a basic strategygame?
I only found examples for shooter,rpgs,racinggames and so on.

All i need is a small startto get some ground under my feet.

this depend of the moderator and the politics of the forum, if you like close this thread you can, you are a moderator, i think that the question not refer to the server, in teory a game send and receibe data from a server, if you have 1000 players sending and receiving many realtime game data you need a bigger server depending of this, the question is if the networking system of unity can manage 1000 players whitout problems, and the only way to know is if some developer has made this before with the standard networking tools of unity, if other engine is better for make this is not a good question in this forum.

Isnt this a part of unity? I hoped to need no other tool expect unity. Hardware wont be a problem as 8x 4ghz,32gb ram, 4tb hdd should fit, i hope.
Webconnection atm is 2mbit download and 0,3mbit upload but will be 100 mbit download and 10mbit upload.
I hope this will be enouth as this game is not planed like eve online where you are online for hours.
It is planned like a browsergame with maybe 100 players online simultaniously.

Yes Unity has in built networking (http://docs.unity3d.com/Documentation/Manual/NetworkedMultiplayer.html)

And there was a Unity multi-player demo that had hundreds or players battling online, so it’s possible but they used dedicated servers (not sure which provider did it off the top of my head though).

But I believe you need the Pro license to build a ‘headless’ server version of your unity game for best results.

Unity has some built in networking which will work fine in many cases. If you’re looking for something a bit more robust and secure, you can use third party server software. There are several commercial MMOs built with Unity as the client, so you shouldn’t have a problem (assuming you, yourself, have the skills to accomplish this).

Either way, you need more than a game engine to make a full game. You’ll want additional tools for networking, art (3d and 2d), sound, etc. As mentioned, you can accomplish multiplayer with Unity alone, but you may want to look into something more specifically, and exclusively designed to handle that.

Unity is more than able to perform it in my opinion.

BTW I love Masters of Orion, such great inspiring game. Both I and II (III is bad in my opinion).
Good luck.

As much as i know the most amount of players allowed on the server with the built-in unity networking is 64 so buit-in networking can not do it.
You can use different databases using their .NET/Mono libraries or ODBC or just creating a web based layer for your database and call APIs using www in unity.
The most integrated solution which supports it’s own db and can have unity based servers with 1000 players is UnityPark suite of www.muchdifferent.com

Note that they have an FPS with 1000 players on server but that’s a much more complex thing than what u want (The FPS).

No strategic examples specificly for unity but search for lock step networking on google.

I’ve never seen this limitation before… where is it mentioned?

There is no limit.
But that doesn’t mean it can be done.
It depends on the hardware and bandwidth.

Sorry guys. The limitation seem to be removed. I think in 2.x versions it was available and i read it in the manual but currently it’s not applicable anymore.
@apples yes you are right. Usually multiple server processes are required which each of them handle some of the objects and connections and then servers should be connected together using another connection in a peer to peer manner to sync themselves with each other.
This is the main reason that i said uLink is required.