Posted By
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Message
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OMC What a goofball
Registered 21/05/2007
Points 3516
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Holy cowbiscuitsawesomeface. This is going to be an epic game.
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Sumo148 Super amazing fantastic user
Registered 26/01/2009
Points 530
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hehe, thanks. These are just ideas for now. If anyone has any ideas, post them up!
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OMC What a goofball
Registered 21/05/2007
Points 3516
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As silly as it sounds, I think the spectator mode sounds the most fun.
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Sumo148 Super amazing fantastic user
Registered 26/01/2009
Points 530
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okay...
I think hijacking cars, running people over, and drifting sounds so much more fun. I actually already have a car drifting engine from a "friend".
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OMC What a goofball
Registered 21/05/2007
Points 3516
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Awesome. You should do a betting mode a la Smash Bros Brawl. You could set a tourney with certain people within this large area (which sounds awesome, btw) and specatators can bet on who will win. The catch is, you can still be killed by people not in the tourney, and killing someone not in the tourney doesn't add to your score.
You'll have to have a system in place that cuts the large area into pieces, or you'll have a lot of lag. E.g., when in quadrant 1, only send and receive data to and from other players in quadrant 1.
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Sumo148 Super amazing fantastic user
Registered 26/01/2009
Points 530
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i don't think I would get that much lag, since the OINC object is only sending position variable relative to the players and not everything else. Most of everything will be backdrops (obstacles) to make the run time faster.
I don't think your idea would even work, because what if everyone but one player was in a quadrant. Would that player be excluded from the sending/receiving data?
I like your idea about the tourney though.
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OMC What a goofball
Registered 21/05/2007
Points 3516
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You would be sending info to the quadrant you're in, not to nobody. If you have a boatload of players in a huge map all sending each other info, it will laaaaag like there's no tomorrow. Gotta compartmentalize.
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Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
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How are you going to handle the slomo grenades in an online enviroment?
Craps, I'm an old man!
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Sumo148 Super amazing fantastic user
Registered 26/01/2009
Points 530
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using the TimeX. When someone uses it, it will send out a "timer string" to other clients that will slow down their game as well. I may take that out since it may be a pain in the ass with people doing it.
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Sumo148 Super amazing fantastic user
Registered 26/01/2009
Points 530
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I don't lag wont be much of a problem. There's three factors that can create lag:
-Distance between client and Server
-How much the server is used by other apps
-framerate
I cant control the first two factors, and I assure you the framerate wil be good
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Sumo148 Super amazing fantastic user
Registered 26/01/2009
Points 530
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actually, I cant change the first two factors. Just change your server to one thats closer to you and not used much by other apps. One good answer is using "localhost" on port 6121 and having people connect to your IP Address.
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OMC What a goofball
Registered 21/05/2007
Points 3516
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You need to expand the second factor to include how much YOUR app uses the server. The bigger the load, the bigger the lag, regardless of how many apps it's spread across.
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Asholay
Registered 15/06/2002
Points 394
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I agree with the Old Geeza - you should only update online data when you absolutely need to.
The game might not lag to start with, but a while down the line, after a few updates, you might start to see some - and it will be more difficult to change your engine framework.
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