RPG Networking Questions

Hello,

We are currently making a rpg game in unity.
It should be like in Diablo, with Friendslist and an 5 Player partymode.

We don’t have any Problems making our game in Unity, but we are all not Network skilled =/

I’ve been reading alot about Networking, but I still don’t really understand it.
Do you need a Unity Project for the Server side and one for the Client side?

We don’t need to synch physics serverside. It would be just about MobSpawns, Items, Skills, Movement and Damage detection.

Does anyone knows a “cheap” and “fast” solution?

Would there be also the possibility that a Player can host the game, and invite his friends? So we would just need an accountserver?
I know that this solution would be cheat friendly.

Cheers

Cheap = Unity ( it’s included already)
fast = Unity, the API is fairly simple
Start here

Thanks very much for the answer :slight_smile:
So we will need a Unity Project for the Server and one for the Client?

We have an Server where we can host the game. How it will be if there are 10 Players and 3 Partys? is this all working with one unity Server Project?
3 Partys means 3 Groups of Players. if they are in the same Level, they don’t see each other (just inside one Group). Like a instance/dungeon in WoW.

Sry for the Questions but I am absolutly a noob at multiplayer =/ Just made singlplayer things till now.

You could let the server register a new level (server) to the masterserver and let the other people join there. this way you could also do a match search for people searching not yet full parties. Basically the Server should handle all the connections for each client and the actions, so everything runs over your server to validate the stuff they do.

Basically you could create a button with “join multiplayer” then send a request to your server (another unity instance (web, .exe etc)) to open up a new server (network) and register it to the masterserver, then simple add the requestin player to that server and wait for others or let him already start the game. Everything from there goes into buffered RPC calls (if you want the others to get the same effects, like already slain monsters, the other players characters, or whatever) and then just simply sync everything between the players in this server (you can unregister it from masterserver when the party is full and tell your server (web, exe) to create a new server and register it to the masterserver, etc etc…) I think you get the basics here, or?

You can have 1 project for server and client.
Unity’s api provides ways to be able to mix them in the same project.
This way anyone starting the app can decide to host a server or connect to a server as a client.