[In Design]Bubble Game Server

Discuss game development design and post your game ideas

Post » Wed May 15, 2013 12:59 am

Hello C2 Developers. @awarmenhoven and myself last week stated a discussion to provide C2 developers full network gaming tools. So far as we know creating online multi-player games either means no server structure or requires C2 developers to do traditional programming. This creates two distinct problems

A. No Server logic. No server side account management, data, world simulation and effective anti-cheating.

or

B. Requires many C2 developers to program. This is not the reason why most C2 developers use C2. This creates a barrier between C2 Developers and robust online multi-player design.


So we want to present the start of development project know as

Bubble Server

Bubble server goal is to provide C2 developers a way to access more effective server side development. We want C2 developers easier network gaming development along the same vision of C2. To provide game development to masses. While proving the use of the C2 program.

However, such a project seeks input from C2 developers. We want your voice heard, questions asked and suggestions made. We want to enter discussions so that we can help make sure that use of the Plugin and Server is easy as we can provide while still being functional.

Here is a presented series of early public early draft simple design documents for everyone to look at, examine and suggest. Even if your not a multi-player game developer yet. Now is not the future. So we want your input.

Link to Data Architecture
This image provides a basic structure view of data flow. It's important to convey that we want C2 developers to use C2 Applications as logic.


Link to Client Plugin ACE
This document provides the initial draft design for public review. We want your input on how to use the client for effective use.


Link to Server Plugin ACE
This is document is the initial draft design for public review. This document defines how C2 developers interact with the data and server logic.


Link to Transmitted Data Blocks
Once again an early draft of data between logic, client and server.


This project is only in it's early design and with some hard work we can have something to show. However, we really could use your input. We will even answer theoretical questions.

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Post » Wed May 15, 2013 1:32 am

How to deal with server side scripting on NodeJs?

An editor like C2 to deal with creating server logic would be.. um well incredible.
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Post » Wed May 15, 2013 4:41 am

Developers will be using C2 for server side scripting. awarmenhoven is designing the core server in Go for cluster and parallel networking purposes. From the core server it will use clustered computers to handle logic. Which will be done by developers using C2. Developers will use a nodewebkit export.

The only aspect of C2 that isn't tops for server logic is the canvas rendering. Which we will look into if/once we reach a releasable product.

We wouldn't want to start a project like this without providing C2 developers to use C2 :)
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Post » Wed May 15, 2013 8:00 am

@jayderyu

Is this server created by event sheet + server plugin, then exported by node-webkit (exe or linux)?

Edit:
I saw the answer at previous post, sorry.rexrainbow2013-05-15 08:55:30
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Post » Wed May 15, 2013 8:09 am

@jayderyu

There are some gamer server frameworks using node.js like pomelo. How about binding these gamer server frameworks to be server plugin? rexrainbow2013-05-15 08:24:45
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Post » Wed May 15, 2013 7:23 pm

That's an interesting idea. Pomelo has some nice server game handling features.

As for using Pomelo as a core server. It's more taking the opportunity that awarmenhoven is a server programmer with cluster networking solutions already. So that gives a benefit of trying to handle a direct solution for less technical developers. However, I'm more than interested in inclusion than exclusion. If we can find effective Pomelo support included. I don't see why not.

Personally I would like to see Clay.io integration :). Much of this will come down to handling data and connections. So who knows what we will manage. But one step at a time, forethought and listening to the C2 developers :)

On side comment. A few weeks ago before I did the MP Test shooter. I was looking around for a networking solution to achieve a similar design to Bubble. I cam across Pomelo. If I was working solo, I would likely follow up on a pure Pomelo or Action Hero layer.
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Post » Sat Jun 08, 2013 9:40 am

Where do we stand with Multiplayer Features for Construct 2? Is this project still under development?
GMO FOOD = DEATH
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Post » Sat Jun 08, 2013 2:50 pm

What timing. I was actually going to ask a question here in regards to development.

Yes, it's in development, but it's still in the infancy stages. It is also at this time the spare time work of awarmenhoven and myself. I have more time, but work just on the client side. Where as my partner does the server and is busy :D

Well that's a good question. What multiplayer features are you looking for. Our aim is to get the basics up and running first and then let the C2 developer get their hand on it. Then start incorporating useful features, but we could use some suggestions as to what is desired.
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Post » Sat Jun 08, 2013 3:09 pm

Well if you're going to use Nodejs I would suggest making a way to integrate npm modules.

There are already quite a few game related plugs such as pathfinding.
If you dont count the inordinate amount of useless voxel stuff.
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Post » Sat Jun 08, 2013 5:18 pm

awarmenhoven is writing the server. He is also using the Go language. Go is built for server concurrency and distributed networking. I thought we should have used NodeJS originally, but he has a convincing argument. NPM is great, but that would taking away the server logic from you the C2 developer.

The focus on this server design is to give you the ability to write server game code using C2. Which means you would be using C2 Pathfinding plugin. Game Server code will be run on a node connected to a cluster. The game server code will be C2 app. So the NPM won't really be usable if we were to use NodeJS.
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