I am quite desperate. I want to make a 2D game, that has the same principle as SW: Galaxy Of Heroes or Idle Heroes or similar. The most important parts are: arena + ladder, PvE missons with authoritative handling of matches. An arena match is actually a player picking an enemy team from the ladder (or random picked enemy team by the server). A team consists of 5 characters. The whole match is round based. There are two options:
the match runs fully automated (can be fully computed at server side). The players just watches how the match goes and cannot interact with the team until the match is over - all the movements, hit and damage points etc. are calculated on server side (authoritative)
on every turn, the enemy’s movement is calculated and done by the server, but the player can choose which character to attack
For every player I want to store information like current level, items posessed, charaters and their progression levels, ladder ranking etc.
I can not find any tutorial how I could create that mechanics. I read that there is Unity Network, but is it what I am looking for? Can it handle that? Can I “store” a game session (single match) for longer time (48 hours, after that I set a timeout and match is interrupted)? Does it mean, when multiple “match sessions” are open, that the players are “concurrent” (-> CCU)?
Is Photon PUN a better alternative? Are there any tutorials how to implement something like this?
The UNET LLAPI would be very fit for this. But since you are essentially streaming what’s happening and no latency critical things are happening this is probably more fit to be built on the TCP protocol.
If you also want to store user info you need a backend. You can write your own or use a BAS such as PlayFab