pmprog
DNF (Did Not Finish)
- Joined
- Apr 25, 2011
- Messages
- 4,150
Super JumpKick Turbo, despite being released a couple of days ago, had been sat around for a while, and I have a few other projects on the go. One of them is coming along nicely, and the core mechanics are pretty much done.
It's a turn-based multiplayer game up to 6 players (1 to 3 players per team, 2 teams max), and I was wondering how people perfer to connect and play multiplayer games.
SJKT basically forced one player as the server, and the other as a client. This meant to play across multiple computers you needed the IP/computer name, and in the case of over the internet, set up port forwarding etc.
As this game is designed to support more users, I didn't know if it was worth creating a server that hosted games that you could go join rather than having people try and set their own up?
If people consider the remote server, I might consider making a "Hub" API (again) that we could maybe provide to any network games, kind of like how C4A is a common API for high-scores. Not sure how useful that would be though, as most releases tend to be ports
It's a turn-based multiplayer game up to 6 players (1 to 3 players per team, 2 teams max), and I was wondering how people perfer to connect and play multiplayer games.
SJKT basically forced one player as the server, and the other as a client. This meant to play across multiple computers you needed the IP/computer name, and in the case of over the internet, set up port forwarding etc.
As this game is designed to support more users, I didn't know if it was worth creating a server that hosted games that you could go join rather than having people try and set their own up?
If people consider the remote server, I might consider making a "Hub" API (again) that we could maybe provide to any network games, kind of like how C4A is a common API for high-scores. Not sure how useful that would be though, as most releases tend to be ports