![]() Cheat mitigation: As we’re focusing on cooperative concepts, cheating is not a concern as there is no explicit player gain from it.Complexity: Need low complexity to be able to educate multiplayer development principles on to new developers.Cost: Free to create and maintain, low cost for relay service used during live ops.Precision: Moderate due to the casual combat mechanics.Synchronized simulation scale: All player and AI transforms, animations, and activity.Players per session: Goal of 10 given a client-host running on a modern PC.Latency: Up to 200ms of latency would be acceptable (including relay service hops).We assessed the factors for Boss Room below: With the sample game, Boss Room, we have the ideal example: It’s small scale in player and simulation and is a cooperative and client hosted game. ![]()
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