Making an Independent Mmo the Albion Online Story
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UI and Gameplay Programmer (M/F/D) Firmendaten
Stellenangebot vom 18.06.2019 UI and Gameplay Programmer (m/f/d) Fachrichtung: Art / Layout / Illustration Art der Beschäftigung: Vollzeit Eintrittsdatum: ab sofort PLZ / Ort: 10437 Berlin Land: Deutschland Firmendaten Firma: Sandbox Interactive GmbH Straße & Hausnummer: Papellalee 78 PLZ / Ort: 10437 Berlin Ansprechpartner Name: Robin Henkys Position: Straße & Hausnummer: Papellalee 78 PLZ / Ort: 10437 Berlin Job-Beschreibung Are you a self-driven innovator who loves to make ideas reality? Then you might be our next colleague. We are Sandbox Interactive, an ambitious Game Studio of 35 colleagues located in the heart of Berlin. Since 2012, we have been developing the online game „Albion Online“, which has already established itself as the first truly cross-platform core MMO for Windows, Mac, Linux, iOS and Android. Albion Online launched successfully in July 2017. The game exploded into the global mass market with its Free 2 Play release in April 2019 and enables us to take Albion Online to the next level. Now, we are looking for great colleagues to join us on this journey. Are you ready for your next career step? Seite 1 von 2 YOUR GAME Drive and own the implementation of the User Interface for Albion Online Improve and optimize existing UIs Collaborate with our UI Designers to generate and to implement new ideas Implement smaller Front-End or Back-End features YOUR TALENT You love what you do and can’t wait to get started. You have experience with developing games in Unity for production. You have sound experience using C# in game development. Optional: You are familiar with the NGUI framework. -
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 .