There is a game I would like to get started working on but I’m not sure where to begin as far as networking goes. I’m not sure if Unity’s built-in networking is a good fit for my game (it doesn’t seem like it is), or what alternatives I should be considering.
My game does not need any high performance realtime networking. You can think of it a bit like a poker game… each player at the table takes a turn during a round, then when all players are “ready”, the sever figures out the results and starts a new round for that table.
I would like to be able to host many (hundreds or thousands) of these little 5-player poker games running from the same physical server binary. This is where I don’t think Unity’s networking is a good fit, but maybe I’m wrong… it seems like it’s designed for games where everyone connected to the server is playing the same game.
The game requires so few networking resources that I’ve even considered using a web service in place of a traditional game server… and maybe this isn’t such a terrible idea. The hurdle I run into there, is that web services cannot push data to clients, information can only be pulled from the web service… meaning every client would have to repeatedly poll the server to check for new instructions.
So here I am a bit stuck… I’m not sure where to begin. At this point I’m leaning towards a basic UDP connection using something like LiteNetLib … but again, not sure if it’s the best solution.
I’ve never written a multiplayer game, so any advice would be appreciated.