Multiplayer in Construct 2 - Feasible?

Discussion and feedback on Construct 2

Post » Tue Oct 21, 2014 5:57 pm

Hey Everyone,

I've dabbled a bit in C2's multiplayer plugin and I think it's a great tool. However, I'm concerned about starting a major project on the basis that the multiplayer plugin will work for me.

I'd like to have a simple MOBA game, such as DOTA 2 or League of Legends. Granted, this version would be much more simplified and would probably only have a max of 6 players online at once. My question is: can multiplayer meet my needs? Would I be able to have a server(s) and just run a hundred or so tabs to be the host of each game?

Thanks for your help!
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Post » Tue Oct 21, 2014 6:02 pm

DOTA and LOL are Massive Online games with huge server banks, unless you're doing 1Vs1 or 2 on to I don't see multiplayer feasible in C2.
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Post » Tue Oct 21, 2014 6:11 pm

@Rukiri Absolutely. I don't have the team or time to make a game to the scale of LoL and DOTA. Most likely I would be sticking with 1v1 and 2v2, but I wanted to see if it would be feasible to push the limits to 3v3.

Heaven knows 5v5 would be a nightmare.
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Post » Tue Oct 21, 2014 6:13 pm

You should be able to but you may have to resort to the SDK and use external libaries to make it run smooth.

You may want to contact Ashley and see if you can do it without resorting to the SDK.
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Post » Tue Oct 21, 2014 7:14 pm

I don't think C2 itself has any arbitrary limitations with regards to quantity of users. You should be able to do any number of simultaneous players, limited only by your creativity and programming expertise.
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Post » Tue Oct 21, 2014 8:04 pm

For 5vs5, I would think that the multiplayer C2 plugin would be enough as long as you don't overload the connections of the users really (you can also make a server being the host too, this goes beyond my knowledge but is doable). Games like LoL or Dota are not that intensive in regard of bandwidth for a 5v5 I would think, they just are super popular, which justify the need of a great amount of bandwidth and processing.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Wed Oct 22, 2014 3:47 am

jlwinn8 wrote:I don't have the team or time to make a game to the scale of LoL and DOTA. Most likely I would be sticking with 1v1 and 2v2, but I wanted to see if it would be feasible to push the limits to 3v3.

Heaven knows 5v5 would be a nightmare.

Regardless if it is 2v2 or 10v10, number of the player is not the limitation, what can limits you is your server machine, can it handle bandwidth for several instance of 5v5? Will it have enough processing power to process several instance of 5v5?

In C2 MP context, this is largely depends on how you build your event, there's no clear cut on how to optimize the bandwidth and MP game itself, it's a matter of preference and choices whether you rather sacrifice bandwidth for smooth "lively" movement or having a lot of complicated send message (used as trigger) to save bandwidth when some event can be internalized in peer and host.

I think it is feasible in scale of 100-200 (might be more) concurrent players or so for one server machine, with good bandwidth.
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Post » Wed Oct 22, 2014 11:55 am

Under 20 players should be no problem at all. As the multiplayer tutorial covers, this is not a problem to do with the particular framework, it's just that bandwidth requirements scale with the square of the number of players in the room. So eventually you reach the point where adding a single new player requires several megabits per second more bandwidth, and you'll probably hit the host upload rate before then (especially if the host is not a dedicated server).
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