Tasharen Entertainment Forum

Support => Other Packages => Topic started by: CastorHolyday on January 05, 2014, 12:06:09 PM

Title: [SOLVED] TNet & GameDesign
Post by: CastorHolyday on January 05, 2014, 12:06:09 PM
Hello everyone, I have a simple but deep question, I'm developping a MOBA game, the way i'm doing it right now is from a perspective of a solo vs CO-AI genre, should I think of it as a multiplayer since the start of the developping process or I should keep going with my primary logic and try to turn it into a Multiplayer one later when I'm done.

In other words, should I learn how to use TNet first so I design my game in a way that prepares the up coming of TNet package when I implement it in my game later, or I can ignore it and keep building the main engine until I'm done then head back to TNet, master it and try to implement it into the game ?

SOLO then Multiplayer TNet ?
or Multiplayer then Multiplayer TNet ?

What do you advice me ?
What's the best & easiest way to do it ?

EDIT : Question 2 :

does TNet warrant that cheaters & hackers can't exploit the game ressources, is it easy to manipulate informations with it to make "stuff" server side ? it's an important point that I need to know.

Thanks folks. Have a nice day.
Title: Re: TNet & GameDesign
Post by: ArenMook on January 05, 2014, 05:25:30 PM
I suggest you get the basics of TNet first. You can then make your game 100% multiplayer from the get-go. TNet's online and offline modes are identical. TNet behaves exactly the same in regards to its RFC calls.

TNet has nothing to address cheating. It's just a network library and it has no encryption. If you want encryption you can do it yourself inside your RFCs. But as I always say, first make a game that's worth hacking, then worry about hackers.
Title: Re: TNet & GameDesign
Post by: CastorHolyday on January 06, 2014, 06:48:35 AM
"first make a game that's worth hacking, then worry about hackers" I blow you a kiss for those wise words  ;D

Thanks for your answers, a honor to talk to you. Best regards.