Devtron Answers!

Hi!

Check out the answers to our latest round of Ask The Devs: SPECIAL EDITION!

https://www.castlestory.net/en/news/6194-DEVTRON-ANSWERS

Comments

  • I do wondered if we can ask game development related questions to programmers in "Ask the Devs" sessions?
  • ShatojonShatojon Administrator Developer Backer Wiki Editor
    Sure! Preferably game development aspects they're working with on Castle Story, though. So asking about game art to a gameplay programmer might not make much sense, haha.
  • Wait, so you ditched the actual dedicated Server in nodeJS to go instead in peer to peer mode? Because using unet is peer to peer not dedicated. Not sure if it was lost in translation?
    How do you plan on hosting multiple games at once? is it still a thing like it was possible with the NodeJS server or this is also removed ? Or do you plan on having a dedicated server on the side Sauropod Hosted? Honestly peer to peer seem like a good idea if you are on the same network, but otherwise it could get wonky really fast.
  • Galahad said:

    Wait, so you ditched the actual dedicated Server in nodeJS to go instead in peer to peer mode? Because using unet is peer to peer not dedicated. Not sure if it was lost in translation?
    How do you plan on hosting multiple games at once? is it still a thing like it was possible with the NodeJS server or this is also removed ? Or do you plan on having a dedicated server on the side Sauropod Hosted? Honestly peer to peer seem like a good idea if you are on the same network, but otherwise it could get wonky really fast.

    It makes sense to use the Unity Networking over the Nodejs for couple of reasons. Native support is always better in the long run.
  • I'm not questioning the idea of going for unet instead of NodeJS, more that it became Peer2Peer. You could always created a Unet dedicated server, Unity can always be run in headless mode so it would be possible to host a server on Windows Azure. Just a bit pricier than the NodeJS solution that was deployable on Unix machine. I'm just curious about the performance of a p2p solution for a voxel game honestly.
  • DevtronDevtron Administrator
    Hi!

    Just to clear the confusion, we're currently using a server/client architecture with UNet. It is completely server based, which mean as of 0.6 the host/server is running the whole simulation. The previous NodeJS implementation, even tough it required one player to host and start the "server executable" was really closer to a p2p architecture. It was more of a relay that allowed all clients to communicate with each others, all the simulation was done client-side. To sum it up, we switched from peer to peer TO server based, not the other way around :P.
  • Ugh, I think you don't understand...
    how is it possible to make a dedicated server out of P2P. It's not, so you are going to a P2P solution even if the simulations are made only one one computer.
    The NodeJS was a relay that's true but I still don't understand why the simulations couldn't have done on that server... Unless you are purely relying on using unity's physics stuff client side. then that makes you a P2P architecture, not the other way around... sorry

  • DevtronDevtron Administrator
    You assume UNet is a p2p solution but it really isn't. The host is an authoritative "listen server" taking request from clients and is the only instance actually running the game play code. The clients are nothing but "dumb terminals" expecting a game state from the server/host. Clients never communicates directly with each other and each client receive nothing but the relevant data for his session. The old nodeJS application really wasn't built to be authoritative, that is why we switched to the unity built-in solution.

    The unity's doc can probably explain it better than i do :P
    http://docs.unity3d.com/Manual/UNetConcepts.html

    Let me know if i missed anything!
  • GalahadGalahad Member
    edited June 2016
    Well the question is simple, is it possible to have a server running without a client? if not, then it's considered as a P2P.If you can run the server without the client, then it's a server . The way you describe it it seem that the client (Host) is also the server... in that case you rely on a peer to do the simulations and all the other maths.

    Note that I'm more talking about dedicated solutions here. Thing is, what I played from the game seem that it's already super heavy on the CPU, If you rely on one player to do all the maths, he will automaticly have all the advantages. I guess we will see when you guys do a real demo on non local network... and on normal PCs...
  • ShatojonShatojon Administrator Developer Backer Wiki Editor
    Hi Galahad,

    Devtron's tied down with work today, sorry about that. :D

    I understand what you're looking for. We have plans to support fully dedicated servers (in a way that you host a server without needing to run a client on the same machine). At the time being, you can't though.

    Thanks.
  • I'm very interested in this game but (even if i know the game will be launch in few time now) can you add a mode like deathmatch against AI ? Because right now we can only win too easily in conquest mode (rush) or wait for die during hours on invasion mode and that is'nt very exciting :/
    It's very complicated to edit AI i know, but the game need just a little touch of rapidiy and objectives like deathmatch to be perfect ( also the time need to have new bricktron is tooooooo long please make any option for us to choose it x)
    Thank's for all and this game and i'm waiting impatiently for the official launch !

    P.S. Sorry for my english i'm only a french guy ! :wink:
  • Are you planning on adding biomes? They would act as grass in world editor and would make the game a lot prettier. If so here are some examples: desert or wasteland, snow, dark grass, corrupted land, some sort of rocky surface for mauntains ect and some sort of water or mud.
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