Multiplayer lobby
#1
Posted 17 June 2012 - 07:34 PM
As some of you might remember, I was working on a multiplayer lobby many months ago.
I would like to discuss with you the features you would like it to have.
At the moment it still very basic, with only a list a created game and connected players.
New ideas could give me the motivation to start working on it again, so do not hesitate.
Thanks.
(I attached a patch to a new ticket)
http://trac.wildfire...com/ticket/1504
Wildfire Games Programmer
Contact me: badmadblacksad@wildfiregames.com
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#2
Posted 17 June 2012 - 07:47 PM
Edited by Hazardoz, 17 June 2012 - 07:47 PM.
#5
Posted 17 June 2012 - 08:42 PM
Second, well, the main thing is that it should make it easier to connect to other players and improve the chances for people to have fun with the game. That's of course not news to you, I just want to start looking at the actual features from the right perspective
Preferably it should work from within 0 A.D. Mostly because of the first reason mentioned above, to make it easier for people to connect to other players. Having to launch another application would make it a bit more complicated.
There should be a way to search for games based on certain criteria (they can be defined later, but the general concept should be there from the start). Things like map type (random/scenario, water/no water), victory conditions/match type (conquest, fortress, kind of the hill etc depending on what we can realistically implement), whether cheats are allowed or not, number of players.
A list of all existing MP matches, not sure whether in-progress ones should be displayed, but at least in some cases/for rejoining there might be reason to display them. The way I see it the main list should contain the name of the match (either automatic based on match type/map type or custom entered title), a few details about the match. Then you could click on it to see more details including the location of the host/already joined players (as that can be important), the above mentioned criteria, perhaps more technical things like ping etc.
You should be able to see/enter descriptions for your match. Say "I and a friend likes to play teamed games against multiple opponents" or whatever you want (though perhaps there should be some moderation to avoid people writing too bad things
It would probably be a good idea for the long run to have some kind of user profiles, both for the community aspect ("I've played x games against player y and won z times", "player y is always a helpful ally" etc etc) and to make it possible to store some stats about players for the competitiveness ("games won/lost" is always a curious one to have as that doesn't say much about the "quality" of the match, perhaps there's a way to do something more complicated and useful).
Linked to that you should be able to at least send messages to players who are currently online, perhaps have some kind of PM system for persistent messages as well, but that's lower priority imho.
User management, things like blocking users who are behaving badly, some kind of permissions system so you can set up other users as admins to help out with moderating, the ability to delete games if e.g. the description is bad (in the obscene, hateful, spam sense), etc.
As mentioned above a friend list would be nice, as well as the ability to block certain users.
Quote
I would prefer if it was possible to do both the community part and the find a games part from within the game, and at least the former from a web interface as well. Not sure how easy it is to integrate a login system with both the game and a web server though.
I'm sure you'll have a lot of things to think about after a while, my list is at least a fair amount of work I'm sure
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
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#6
Posted 17 June 2012 - 08:49 PM
#7
Posted 17 June 2012 - 08:59 PM
Hazardoz, on 17 June 2012 - 08:49 PM, said:
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
Support Wildfire Games!
#8
Posted 17 June 2012 - 09:05 PM
#9
Posted 17 June 2012 - 09:10 PM
zoot, do you wanna play 1 vs 1 right now? D:
#10
Posted 17 June 2012 - 09:14 PM
#11
Posted 17 June 2012 - 09:55 PM
Hazardoz, on 17 June 2012 - 09:10 PM, said:
zoot, do you wanna play 1 vs 1 right now? D:
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
Support Wildfire Games!
#12
Posted 18 June 2012 - 08:14 PM
You guys are building the free AoE. I'm building the free "skype". It is called Sneer, the sovereign computing peer.
Does 0AD multiplayer mode solve firewall issues? Does it traverse NAT? Does it do UPnP? Does it need a server up somewhere? Does it authenticate users?
Sneer solves all networking issues so that apps no longer have to worry about any of that.
If you make the multiplayer support pluggable, I can make people play 0AD over Sneer.
Suppose 0AD listens on a TCP port and has a ridiculously simple protocol:
--> set id (bytes)
--> peer is online (id)
<-- send bytes to peer (id, bytes)
--> receive bytes from peer (id, bytes)
I can now write a Sneer app that plugs into 0AD and lets people play with their friends without network hassle. You can use the exact same underlying interface for your regular multiplayer support.
See you, Klaus.
PS: Will this forum notify me of replies via email? If not, please do: mail at klaus.pro
Edited by KlausWuestefeld, 18 June 2012 - 08:18 PM.
#13
Posted 20 June 2012 - 12:00 AM
@Klaus: It would be great to be able to avoid the NAT/firewall issues. I m not familiar with upnp technologies at all, I will have to read things before attempting to answer something relevant...
Thanks for your ideas everyone.
Wildfire Games Programmer
Contact me: badmadblacksad@wildfiregames.com
Support Wildfire Games!
#14
Posted 20 June 2012 - 08:19 AM
I have personally used this framework a bunch, and I'm pretty sure it solves, or paves the way to solving most everything people want here. Furthermore, I believe it's pretty game/protocol-agnostic at the moment.
#15
Posted 22 June 2012 - 01:35 AM
Make sure you're in the credits!
AI Players
JuBot | RootBot | SplitBot | qBot | Marilyn | arBot
#16
Posted 22 June 2012 - 11:57 PM
For LAN play, is their any standard scheme for IRC without a server?
#17
Posted 23 June 2012 - 12:30 AM
Wildfire Games Programmer
Contact me: badmadblacksad@wildfiregames.com
Support Wildfire Games!
#19
Posted 25 June 2012 - 10:09 PM
Wildfire Games Programmer
Contact me: badmadblacksad@wildfiregames.com
Support Wildfire Games!
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