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Re: FE Multiplayer Dungeons

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Raphael7 is not online. Raphael7
Joined: 03 Dec 2008
Total Posts: 2479
20 Jul 2016 09:01 PM
I'm trying to make private dungeons which are accessible to groups/guilds for my game. I was trying to make it so that those dungeons will not appear to other guilds. I'm trying to achieve this because I want to reduce the performance required to run the game so that it can run on mobile phones. My worry is if I do locallize the maps, I'll have to locallize the monsters as well; but the monsters have their own AI and it seems that it'll be inconsistent. Am I making the wrong approach to this?
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RangerDelta is not online. RangerDelta
Joined: 10 Jul 2016
Total Posts: 1194
20 Jul 2016 09:04 PM
Localizing the maps is a good solution. As for monsters the server can have a copy of the data and the clients can render the actual monsters - or maybe the server does have them. You get to pick here. Lots of options, very interesting question you're posing.

Now the only question I have is really how AI would work - that's the main part to consider with chunk loading.


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RangerDelta is not online. RangerDelta
Joined: 10 Jul 2016
Total Posts: 1194
20 Jul 2016 09:05 PM
Now the thing is, the server needs to know the AI exists, but in what capacity is what we can decide - we could have them exist in data only or we could have the model there. Also, for pathfinding, I'm worried about how clients would handle it if there were multiple clients all doing their own pathfinding thing.


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Raphael7 is not online. Raphael7
Joined: 03 Dec 2008
Total Posts: 2479
20 Jul 2016 09:08 PM
Yeah that's my dilemma. Should the whole map be rendered before hand and when the player enters the server, everything will be hidden as nil? Or would this affect the performance in phones?
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RangerDelta is not online. RangerDelta
Joined: 10 Jul 2016
Total Posts: 1194
20 Jul 2016 09:10 PM
What I'm thinking you may need to do is having the server have a minimalist version of the map (min part count, just to show objects of where pathfinding will need to avoid them) and the clients can just destroy that - if it's minimalist like that you may not have problems on phones w/ destroying them.

And I mean completely minimalist like one 20 part box becomes one light gray square brick. Clients can render the actual copy of the map.


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Raphael7 is not online. Raphael7
Joined: 03 Dec 2008
Total Posts: 2479
20 Jul 2016 09:37 PM
I wasn't really sure what of what you meant, can you explain it further?

I also thought what if I just load those maps in the server itself. If that map belongs to the "guild" and the server checks everyone who aren't in that guild; if it detects that he or she isn't a part of that guild, then the client will remove that map. Does that sound more efficient?
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