Anyone using C2 multiplayer to build a persistent world?

Discussion and feedback on Construct 2

Post » Thu Mar 05, 2015 12:39 am

...I can't be the only one?

Yes, there are limitations, but it feels eminently doable with what we've already got. Real-time interaction handled by the multiplayer object and peer-to-peer hosting of each part of the world, simple AJAX calls to a database of saved character data and world-state variables to provide persistence. Add them together and you have the most powerful tools for building a persistent world ever placed in the hands of an indie dev.

I'm encountering difficulties as I go, albeit very surmountable ones. But ideally I'd like to get a sense of who else is building the same sort of project, so that perhaps we could all share lessons learned.
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Post » Thu Mar 05, 2015 2:41 am

I had made a test of a persistent world using firebase service.
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Post » Thu Mar 05, 2015 4:52 am

Oh Rex... it's always so bittersweet when I get a reply seeing you've built something. :) Because I can always count on two things to be true:

1. What you've built will be awesome, and at the leading edge of C2 development in a given area;

and

2. As a layperson I will have virtually no idea what you've done or how to adapt it into my projects, because it only provides the explanation an expert user will require.

If only there were a 'noob whisperer' who followed behind you and explained your great works to the masses. ;)


(By the way, I noticed your online filehosting is set to the Chinese language... 你说汉语吗?)
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Post » Thu Mar 05, 2015 6:45 am

These testing/samples lack of documents. I am busy in making new plugins or fixing bugs of existed plugins. I only could provide basic document for each plugin.

Fortunately, @jomo would like to help me to pack my plugins into templates with full documents and supporting, sold in scirra store in the future. ( Supporting is much harder than making plugins, IMO. )


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Yes, I come from Taiwan. Since we are in scirra forums, it is better using english only.
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Post » Thu Mar 05, 2015 4:19 pm

rexrainbow wrote:These testing/samples lack of documents. I am busy in making new plugins or fixing bugs of existed plugins. I only could provide basic document for each plugin.

Fortunately, @jomo would like to help me to pack my plugins into templates with full documents and supporting, sold in scirra store in the future. ( Supporting is much harder than making plugins, IMO. )


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Yes, I come from Taiwan. Since we are in scirra forums, it is better using english only.



Makes sense! I'll probably pay someone who understands your plugins better to teach me. ;)

(Very cool that Construct 2 users are all over the world! I was just in Taipei a few months ago, my first time in Taiwan and it was an amazing country.)
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Post » Fri Mar 06, 2015 8:43 am

Think it'll be useful to include these links here:

@CrazyVulcan 's project: viewtopic.php?f=147&t=126237
my project: http://keo.land https://www.youtube.com/watch?v=nSAqOm9URm0
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Post » Fri Mar 06, 2015 11:48 am

Honestly, the idea is pretty exciting. A persistent world is one of the only moderately reliable ways to both monetize and avoid piracy issues (sure, there are advertisements, and there's always the possibility of pirate servers, but those are both pretty minor in both regards).

Doing it with C2 would be a game changer. Particularly if somebody made it really convenient and accessible...

@rexrainbow you're amazing!
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Post » Fri Mar 06, 2015 2:21 pm

@Televangelist http://c2rexplugins.weebly.com

Don't know if you knew that this page existed but all Rex's plugin's are listed here. The documentation to myself is very complete and useful. Only complaint is that the example capx don't show much in the way of what they can be used for, simply how they function. Hope this helps

I am too working on a similar project only its more of a single player game with a lobby for MP but I intend to have a asyncreness Over World where there is a overmap and players battle for areas
"Were all mad here. I'm mad, your mad." "How do you know I'm mad?" Asked Alice. "You must be" Said the Cheshire Cat. "Or you wouldn't have come here"-Lewis Carroll: Adventures In Wonderland
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Post » Fri Mar 06, 2015 6:40 pm

Very interesting, CV!

@rexrainbow -- I'm curious, for building a persistent world, do you think Firebase would be well-suited for:

a) the database of player characters' statistics and inventories

b) tracking all the various events going on in the world -- which NPCs are happy, which ones are angry, what time of day is it, etc. etc.

...or c) both of those?

Looking at your example and trying it out on multiple PCs I was impressed with how well it worked for that purpose.

Just trying to make the right decisions early on in my project so I don't end up having to redo major things down the road. :)
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Post » Sat Mar 07, 2015 5:09 am

@Televangelist

Since firebase is a database, point a) is possible. For point b), it is also possible because that firebase allows users to monitor the changing of values.
But these features would not be easy to put into project directly. Maybe it needs some custom plugins for specific application.

My plan is to build social features (friend lists, private messages, message board, etc...) first, since these might be general for most multiplay games.
BTW, firebase is one of possible backend solutions, so it might have another better solution than firebase. Surveying these solutions is another important work, IMO.
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