|
Alright, my title is a little miss leading, but..hey, I'm a misleading Guy! What I want to know is how to go about setting up servers for multiplayer games...Online. My whole plan was to build something like BeGone (It's not FPS though) and to add a community behind it- get member's to start sharing assets and such - then the game will be are game, Not just mine (Player participation = player interests) But I've stumbled into a little bump. How will I go about server Setup? not as In the user database and such- but as in where would the server be hosted? Does nplay, pay £150 a month for a massive hosting service? if it does, I'm screwed. I was hoping to host the unity player for the game on my website, which will soon be hosted by 123-reg and then let the player's set them self as a server. the master server will then pick up the users servers and then it will try to "ship" other users to the IP of User servers? is this possible? I thought a server has to have a REALLY good processor? And what is this business with Photon and SmartFox server? I believe these are the Jam in the sandwich - it directs the users to the server, but it's hosted on my machine? Hmm... Anyway... it'll be good to have the fog lifted on this subject!
(comments are locked)
|
|
the guys over at Unity forums helped me out : http://forum.unity3d.com/threads/95104-Requirements-for-Online-Multi-player-games
(comments are locked)
|

Bump? Anyone? All I want to know is the Best way to Configure a Multiplayer game.
You've asked 9 questions in one shot. Are you asking whether it's possible to offload server load to clients with Unity or are you asking about server hardware/hosting?
For a discussion on this kind of thing, the forums would be a better venue...
Yeah, I apologise for the informal latency of the post. I basically want to know if Launching Multiplayer Cost alot of money- and if it's actually worth it in the end- that'll be great.