Transcript
Page 1: Multi player iPhone Games

Making MultiplayeriPhone Games

Theory and Practice

Presented by ByteClub

Tuesday, March 3, 2009

Page 2: Multi player iPhone Games

Stop playing with yourself

Start playing with others

It’s more fun

When it comes to iPhone games...

Tuesday, March 3, 2009

Page 3: Multi player iPhone Games

Parts

What is “multiplayer”?

Why should you care?

Design considerations

Implementation notes

ByteClub

Tuesday, March 3, 2009

Page 4: Multi player iPhone Games

Once upon a time,BobSpades463 was

addicted to online poker

Tuesday, March 3, 2009

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What is “multiplayer”?

Definition

More than one participant

Players interacting...

with each other

with game-related objects

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What is “multiplayer”?

How “multi” can it get?

Same device

“Grab on” or “Pass-to-play”

Local Wi-Fi network

Internet

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What is “multiplayer”?

Synchronous

Players in game at the same time

More direct interactions

Asynchronous (e.g. “ghost racing”)

Time-shifted

Indirect interactions

Hybrid (e.g. MMOs)

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Why should you care?

Now is a good time

More connected world +

More powerful devices +

More entertainment consumed =

Convergence!

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Why should you care?

It’s natural

Being human = Being social

Competition and collaboration instincts

Facebook, Twitter leading the way

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Why should you care?

Must-have feature, sometimes

Tic-Tac-Toe against a computer?!

But, chess...

It’s about “fun”

Single-player with a touch of “multi”

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Why should you care?

More value to players

Replay-ability

More engaging

More value to developer

Stand out from the crowd

Viral qualities/publicity

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Design considerations

Time commitment

iPhone: ADD by design

Portability is key

Bite-sized gameplay on the go

Wi-Fi = More time to play

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Design considerations

Opponent availability problem

Increase user base

Use network effect

More platforms

Keep ‘em busy

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Design considerations

Accessibility

More features = More friction

KISS

Game interruptions

Phone ringing?

Don’t feel like losing?

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Design considerations

Face-to-face vs online

Let them communicate

Help them communicate

Local Wi-Fi vs online

Network speed

Finding opponents

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Design considerations

Server vs. No server

Connectivity

Game state

Crash handling

Security vs. obscurity

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Design considerations

Levels of (asynch) interaction

High scores

Challenges

“Ghost racing”

Conspicuously absent...

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Implementation notes

Connectivity

Persistent connections

Non-persistent connections

Latency = Lag = Bad

EDGE and 3G = Latency

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Implementation notes

Marshaling data

Text (XML, JSON etc)

Easy to debug/Cross-platform

Bulky

Binary

Reverse of the above

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Implementation notes

Security

More honey = More bears

Servers

Communication

Databases

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Implementation notes

Scalability and Stability

Congrats, you app is popular!

Oops, here comes the crowd!

Redundancy = Good = Good

Extensible data storage

Parallel message processing

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Implementation notes

Operations

Server + Clients = Family

“No app left behind”

Monitor this!

Down for maintenance

Notify users, pick non-peak time

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Implementation notes

Hosting

In your basement

Rack space

Shared/dedicated servers

Cloud

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Implementation notes

iPhone SDK networking

C vs Objective-C

Sockets and streams

HTTP and FTP

DNS (CFHost)

Bonjour (CFNetServices)

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Page 25: Multi player iPhone Games

ByteClub

Scramboni

50,000 players

It’s fun, but...

Multiplayer Gaming Platform

Same back-end

Available to other developers

Tuesday, March 3, 2009

Page 26: Multi player iPhone Games

Thank you!

http://byteclub.com

Tuesday, March 3, 2009


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