So i understand that u need a web-server for standalone and i was just wondering what bout he players storage like if you created a character and got some basic trainee weapons where would i got and another question. so ok say if i use a web-server to host my game what bout he multilayer how would it work can some explain that to me.
For clarification: A webserver does not host your multiplayer game in any way. It only hosts the download of the player file (webplayer / standalone) thats then downloaded to the users machine and executed locally. A webserver can not execute unity and as such not serve as a platform to execute a multiplayer game. It though can be used as a storage for persistence data.
you must have a windows or osx (virtual) dedicated machine that hosts the game if you want dedicated or you can make it the way that players host the multiplayer games (so they act as server and player, which is how many console games and non-shooter pc games work)
could i use Raknet heres the website: http://www.jenkinssoftware.com/down-raknet.html i want something like fusion falls networking
If you have the hundred of thousands of USD to pay the team required to create something like fusion fall, you could do quite a bit. RakNet though is no option if you want webplayer as you can not use C++ plugins in the webplayer. You would have to develop something basing on sockets or use Photon for example. Also for such a game we are talking of thousands to tens of thousands of upkeep costs for the server environment per year.
i want to use a standalone player for my game so wat would u choose for me to use for a server like fusion falls
so i am its like i want an multilayer platform is liek an mmorpg not like a shooter game where u wait int e lobby ii want it to where the player can connect to the server and be in the map where the rest of the players are
which means that you must develop an MMO backend technology, that sounds like it has to be scaleable ... you can expect to see costs in the $100k+ range to come up to develop just the backend if it is meant to work at the end of the day, without the costs for the servers etc
a team of 10 with no budget i just want to know what networking would go best for an mmorpg multilayer environment
Sockets or Lidgren as you have no money to invest in anything else. And naturally the next 2-3 years to develop anything that works even remotely usable as you work on sparetime
You drop the .net assembly into your unity client project and then use it to develop a network system, syncronization etc to make use of it. in parallel you develop a scaleable server backend, which also uses lidgren for the communication with the client there is nothing else to "setup". is a networking library, nothing more ("nicer sockets with some stuff you would have to add yourself")
I would expect lidgren downloads to be on the lidgren page Also you will potentially have to compile it yourself by the instructions you find there through visual studio or mono Please if you really intend to create a game, even if just a simple one, get used to research stuff before asking others, after all your project is several ten thousand man hours to several hundred thousand man hours of work till its done, so you better start out with "developer basic behavior" sooner then later or it will take even longer
Hi guys, hope this link can help you out! Red http://sourceforge.net/projects/borgserver/files/ http://code.google.com/p/lidgren-network/ See ya!