YESDEV[8] = Online Games; Pingdependence Day


hi Ryan Jake Lambourn here
YESDEV today gonna talk to you a little bit about
getting into making online games so the first thing i wanna tell you is
it’s not scary it’s not that big of a deal alright
if you don’t know how to make an online game yet all you have to do is start
just like that first week of making games ever
you start just by making something that can pass messages back and forth
between a client and a server and maybe if you’re following a tutorial you’ll
make tic tac toe and that’s really all there is to it
the technical aspects of online multiplayer is just passing messages
but while you shouldn’t be scared there is something very scary with online
not getting started but ping even big professional game developing studios
are scared shitless of ping because ping is like the speed of light
it’s a huge technical limitation that you cannot surpass
now how the big professional studios get around ping
you might have heard about them doing fancy stuff with like
lag prediction and stuff like that but that is not anywhere as important as the other
more basic fix for ping that professional companies do which is throw
money at it so obviously there’s the technical-
it’s a technical limit of how far the players are from the server
so they spend money on putting servers up everywhere
if that’s something they have the money to do
and the other probably even more important than putting servers up everywhere is marketing
if you have lots of players who wanna play the game all the time everywhere
it won’t be hard to pair up people who are close to each other
and put them on servers that are near to lots of people at once
so that they aren’t trying to play with people on the other side of the earth
if you have enough money and you have enough people playing your game
ping shouldn’t be a problem right? but that is a huge problem for independent
developers for 1MAs so instead what i would recommend is that
you design your games knowing that you are gonna have this massive
limitation of ping and you’re probably not gonna be able to get
around it with money and marketing and all of that
and there are games that do not care how slow the ping is
back before the internet something similar to online multiplayer existed
people would mail chess moves to each other to play chess across the world from each other
these things existed if you play someone on the other side of the
world at chess today it’s maybe seconds of ping at the most
but if you played it back before the internet it would have been a few weeks of ping
that’s not bad so if you do make a game like chess that has
turns then you’re set there’s no way the ping is gonna screw you
over if you are going to make real time games it
doesnt have to be so ping dependent you have to keep in mind that you don’t want
to make something where every tiny little action matters
like games with gradient movement where every step you make moves you and changes the gamestate
that’s kinda that’s too much that’s too much grad-
but like if you have a game where you click somewhere on screen
and that moves the character there in like a second
you just send that action for where they’re going and suddenly it’s not so bad
the movement probably doesn’t matter as much when you don’t have direct control
the game i’m making, Restricted-RPS, it’s realtime everyone’s actions get sent out
but if you’re a few seconds late it’s not that big of a deal
because it’s not an action game it’s a choices game
so when you come into online multiplayer this is something you need to start at game design
with something i always talk about on yesdev is
scope and understanding your limitations that’s all it is you’re going back to game
design you can’t really just take any ol game and
put it online and expect it to work just like if you have a game where you wanted
intelligent AI and you had to make it for the AI
with this you gotta make the game for online multiplayer
other ways to not be so ping dependent is like co-op
co-op multiplayer people don’t really tend to care so much if they’re lagging
because it isn’t versus each other so if someone is warping around a bit it’s not a big deal
limiting the amount of players i guess would probably help
a 1v1 game is alot less taxing than 20 people but then again 20 people in a game that doesn’t
have gradient anything will be just fine umm yeah, mostly just don’t be scared
get in there you’ll have something working within hours it’s not that hard
and um yeah make something

6 thoughts on “YESDEV[8] = Online Games; Pingdependence Day

  1. pls put the name of the game(s) in the description or on the screen while your showing footage of them

    As for the point, if you want to have an action game, and your an indie dev, look at investing in Bolt or Photon (if your on Unity, that is). I recommend Bolt. 

  2. Likely a stupid question, but in games like nidhogg, are there servers or is it just peer to peer?  What do most indie games use?

  3. +Angus Findlay
    For nidhogg there's a master server that does the match-making and holepunching and then 1 of the players is deemed the host of the game, it's peer-to-peer but still uses a server-client design so it really doesn't matter.
    More importantly nidhogg was designed to be local so it's online is terrible.

  4. thank you very much, ryan jake lambourn, for showing me the ropes to pursuing a future career in video game programming. you didn't have to use the time of your day to explain such a tedious task, no you did it because you believed that anyone could do it. you believed in ME, and we never even met. so really, bless you for that. i really mean it.

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