Hey guys,
I’m trying to way all the options I have available to me for creating a multiplayer game idea I have. I’m wondering if anyone could set me in the right direction and correct/comment on the below points which I have ascertained by reading various posts, blogs, and sites. The just of main statements/questions I’d like responses on have been enboldened.
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I should use an authoritative dedicated server if I want to prevent clients from cheating in my game.
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Are there any easy out of the box solutions for a 2 player game? Not having a whole lot of free time, I’m not sure I want to invest in hardware infrastructure to set up scalable dedicated servers for my game. I’d rather a managed solution where I pay as I go.
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http://game-cloud.org/ - Seems like a possible solution, but there is not much documentation and it may not even be out of beta
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Are there any out of the box “match making” solutions I can use in conjunction with whatever dedicated server solution I end up going with?
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Do I need to write a match making interface per platform? E.g., a game center one for iOS, Steam Works one for Steam, Google Player Services for Android
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If there are no out of the box authoritative server solutions, AND I don’t have a whole lot of free time to learn in depth networking intricacies am I not going to be able to write my own solution for a 2 player game?
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I’ve read client side prediction in Unity is very difficult to achieve, because Unity does not provide a way to step forward a physics simulation without actually increasing time.
I apologize if these questions are too general, I’m just having a hard time wrapping my head on the direction I need to take for my two player game:
This is a project I began with someone else 3+ years ago, and it ended up falling through. I’d like to start it back up, but getting core concepts like networking and mobile performance down from the on set.
Thanks,