Is it possible to do something like the League of Legends game?
The matchmaking, installer/updater, and stuff like that ? and by chance how would you do that ?
Is it possible to do something like the League of Legends game?
The matchmaking, installer/updater, and stuff like that ? and by chance how would you do that ?
Technically its very well possible yes.
But keep in mind that the LoL team is over 220 persons in size now and originally beyond a dozen too, so if you intend to go there on your own you have a hard time succeeding due to the long amount of time (and that ignoring the fact that the company was started by the original creators of the DOTA map / mod in warcraft 3)
They use adobe air for the front end that sits on a propriety client.
Patching – search the forums for an auto update / patch thing, there’s a few. It’s not unity-specific code either but something you need to get your hands dirty with.
Matchmaking - this is all unity networking stuff.
I am thinking about setting off on a journey to possibly my own moba. I think I will learn alot trying to program all the diffrent things needed to make one, and if I am lucky, make a good, possibly succesful game.
If you dont mind I have few questions.
How would you design the the client, for example when your starting it up ? and is client for starting games, buying, inc similar or is that made in scenes ?
How should I approuch starting on making a multiplayer if you would.
The first thing you want to look at is how you want to build your world. Your question of how to approach the client is actually answered with how you want to build it.
How would I build it? I would build it where the main world is one level, and sub parts of that world like instances, dungeons or whatever is a separate level. So say you walk into a doorway and it loads the “instance” level. That level then loads the content you need to play in that instance.
As you progress through the outside world, then it loads and unloads content as you need.
Now, all this is great, but this really doesn’t work in Unity Indy. You need to be able to load up AssetBundles. That is Unity Pro. So you need to invest in your project as you go.
How to approach a Multiplayer or MMO. The two are really distinctly different. MMO needs a lot of throughput for data, where Multiplayer can be a few up to a bunch of people on the same map. The data required to run 10 people of course is much lower than the data required to run 1000. So as your project expands, so will your data needs and the investment you need to make on your front end side.
Unity Pro and Unity Indy are perfectly setup to do ether an MMO or Multiplayer environment. Both handle the data, it is the server that you will be paying for.
BMB, LoL is a MOBA, not an MMORPG.
That sentence was awesome.
MOBA would fall quite easily under the Multiplayer so what I wrote is correct.