UI and Gameplay Programmer (M/F/D) Firmendaten
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Making an Independent Mmo the Albion Online Story
MAKING AN INDEPENDENT MMO THE ALBION ONLINE STORY DAVID SALZ ([email protected]) ROBIN HENKYS ([email protected]) WHO ARE WE? • David Salz, CTO and co-founder of Sandbox Interactive • 18 years in game development • Founder of Indie-Studio „Bitfield“ & BitEngine (only commercial engine for Nintendo DS) • Robin Henkys, CEO & Game Director • 11 years in game development • Previously worked on Drakensang Party RPGs and was the lead designer on Drakensang Online, a hack & slay MMO WHO IS SANDBOX INTERACTIVE? • An independent game developer founded in 2012 • Based in Berlin, Germany • Employs 30 full time on-site plus another 15-20 part time Freelancers worldwide • Exists to develop, market and distribute Albion Online WHAT IS ALBION ONLINE? • Independent MMORPG • privately funded and self-published! • > 500.000 players • Open Beta in 2016, Release in 2017, Steam-Release in 2018 • Sandbox, Full-Loot, PvP and Guild-heavy • One World (like Eve Online) • Cross-platform (PC/Mac/Linux/Android/iOS) FOUNDING THE COMPANY • External investor with game idea • Good budget, but way too small for the suggested scope • Won the pitch! • Suggested inexpensive prototype • Modesty and honesty pays off! • good: used an existing indie team as a starting point of the team • already existing network was invaluable! GETTING STARTED • core team had never done an online game... • (but lots of experience otherwise) • got external coaches with relevant experience! • picked proven technology / middleware • (a first for all of us!) • made some hard -
Deterministic Simulation
Software Architecture of an MMO David Salz [email protected] Who am I? David Salz 15 years in the industry CTO, Co-Founder of Sandbox Interactive 35 people based in Berlin we only do Albion Online! In this talk: What is Albion Online? Middleware + Design Decisions Server Architecture How we use Unity (and how not) Albion Online Sandbox MMORPG Cross-Platform (Windows/OSX/Linux/Android/iOS) One World (no „Shards“ or „Servers“, not even for different platforms) Player-Driven Economy (everything is player-crafted) No Character Classes („you are what you wear“) Strong focus on PvP + Guilds Hardcore („Full Loot“ in PVP Areas) Pay-to-play model 4 years in the making Currently in Closed Beta w/ 80.000+ „founding“ players „Release“ in Q4/2016 Albion Online The initial pitch (2012) Play-crafted equipment, buildings One World (like EVE Online) Guild vs. Guild Territotorial conquest Top-Down perspective + Combat (like League of Legends) Simple graphics, „can even be 2D“ PVP focus, no PVE, no Mobs, no Dungeons Release in 2013 Middleware Selection Engine Selection Unity made sense – inexpensive, accessible Cross-Platform was a „target of opportunity“ Database Selection One world need a very scalable database, NoSQL Cassandra sounded suitable still use SQL for query-heavy problems Networking Middleware Photon! can use C# on server (like in Unity!) works with all Unity platforms Apache Cassandra NoSQL Database Originally developed by Facebook Open Source (Apache-License) Java Concept: everything -
Deterministic Simulation What Modern Online Games Can Learn from the Game Boy
Deterministic Simulation What modern online games can learn from the Game Boy David Salz CTO, Sandbox Interactive Who am I? CTO, Co-Founder of Sandbox Interactive 15 years in the industry Albion Online: Sandbox MMORPG Cross-Platform (Windows/OSX/Linux/Android/iOS) Player-Driven Economy (everything is player-crafted) Strong focus on PvP + Guilds Currently in Beta w/ 120.000+ „founding“ players Using Unity Engine Agenda Deterministic Simulation – A short reminder How RTS-style games use it How MMO-style games can still use it! The pitfalls: How to do it and what to avoid A few tricks with deterministic randomness A few examples from Albion Online Gameboy Multiplayer Link cable had very limited throughput … as in: a few bytes per frame and player Syncing complex game state is impossible Instead: used like a controller cable! Deterministic simulation on all devices Frame updates are synced (effectively „lock-stepping“) Still used on DSi and 3DS Deterministic Simulation? This should be an old hat, but… Deterministic: same input same output Input[i] × State[i-1] = State[i] where i is the simulation step number S[0] S[1] S[2] S[3] I[1] I[2] I[3] Given State[0] and same sequence of inputs Input[1..n] … all clients will produce same Sequence State[1..n] Deterministic Simulation! This is cool because: Only need to send State[0] and Inputs through network! Only Inputs if State[0] is known Can save replays by saving only Inputs! You can debug replays of bugs! Difficulties: one mistake and the clients „desync“ must be independent of frame/thread timings requires lock-stepping for online games Late join requires you to send State[n] Deterministic Simulation vs. -
Technologie Pro Síťové Hry V Herním Engine Unity
Masarykova univerzita Fakulta informatiky Technologie pro síťové hry v herním engine Unity Bakalářská práce Tomáš Pagáč Brno, jaro 2020 Místo tohoto listu vložte kopie oficiálního podepsaného zadání práce a prohlá- šení autora školního díla. Prohlášení Prohlašuji, že tato bakalářská práce je mým původním autorským dílem, které jsem vypracoval samostatně. Všechny zdroje, prameny a literaturu, které jsem při vypracování používal nebo z nich čerpal, v práci řádně cituji s uvedením úplného odkazu na příslušný zdroj. Tomáš Pagáč Vedoucí práce: Mgr. Jiří Chmelík, Ph.D. i Poděkování Chtěl bych poděkovat Mgr. Jiřímu Chmelíkovi, Ph.D. a MgA. Hele- ně Lukášové, ArtD. za vedení práce a podporu při její tvorbě. Dále bych chtěl poděkovat Mgr. Lukášovi Pevnému za pomoc při tvorbě písma. ii Shrnutí Práce zkoumá problematiku vývoje online her. První část popisuje výběr vhodné architektury, metody pro snížení datového toku a kom- penzaci síťové odezvy. Druhá část popisuje implementaci prototypu online hry za použití herního enginu Unity a síťové knihovny Mirror. Součástí práce je grafický manuál pro vytvořený prototyp. iii Klíčová slova online hry, síťování, architektura herního serveru, Unity iv Obsah Úvod 1 1 Slovník 2 2 Požadavky specifické pro síťování her 3 2.1 Úvod do síťování her ..................... 3 2.2 Podvádění ........................... 4 2.3 Problematika architektury ................... 4 2.3.1 Client-server model . 4 2.3.2 Peer-to-peer model . 5 2.3.3 Platforma serveru . 5 2.3.4 Samostatná aplikace . 6 2.3.5 Webový server . 6 2.3.6 In-engine server . 6 2.3.7 Distribuovaný server . 7 2.4 Problematika šířky pásma ................... 8 2.4.1 Filtrování příjemců dat .