Multi player iPhone Games

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Peter Bakhyryve - Multi player iPhone Games. 360|iDev San Jose '09

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<ul><li> 1. Making Multiplayer iPhone Games Theory and Practice Presented by ByteClubTuesday, March 3, 2009 </li></ul> <p> 2. When it comes to iPhone games...Stop playing with yourself Start playing with othersIts more funTuesday, March 3, 2009 3. Parts What is multiplayer?Why should you care?Design considerationsImplementation notesByteClub Tuesday, March 3, 2009 4. Once upon a time,BobSpades463 wasaddicted to online poker Tuesday, March 3, 2009 5. What is multiplayer? DenitionMore than one participantPlayers interacting...with each otherwith game-related objects 1/3 Tuesday, March 3, 2009 6. What is multiplayer? How multi can it get?Same deviceGrab on or Pass-to-playLocal Wi-Fi networkInternet2/3 Tuesday, March 3, 2009 7. What is multiplayer?SynchronousPlayers in game at the same timeMore direct interactionsAsynchronous (e.g. ghost racing)Time-shiftedIndirect interactionsHybrid (e.g. MMOs)3/3 Tuesday, March 3, 2009 8. Why should you care? Now is a good timeMore connected world +More powerful devices +More entertainment consumed =Convergence!1/4 Tuesday, March 3, 2009 9. Why should you care? Its naturalBeing human = Being socialCompetition and collaboration instinctsFacebook, Twitter leading the way2/4 Tuesday, March 3, 2009 10. Why should you care? Must-have feature, sometimesTic-Tac-Toe against a computer?!But, chess...Its about funSingle-player with a touch of multi3/4 Tuesday, March 3, 2009 11. Why should you care?More value to playersReplay-abilityMore engagingMore value to developerStand out from the crowdViral qualities/publicity 4/4 Tuesday, March 3, 2009 12. Design considerations Time commitmentiPhone: ADD by designPortability is keyBite-sized gameplay on the goWi-Fi = More time to play 1/6 Tuesday, March 3, 2009 13. Design considerations Opponent availability problemIncrease user baseUse network effectMore platformsKeep em busy 2/6 Tuesday, March 3, 2009 14. Design considerationsAccessibilityMore features = More frictionKISSGame interruptionsPhone ringing?Dont feel like losing?3/6 Tuesday, March 3, 2009 15. Design considerationsFace-to-face vs onlineLet them communicateHelp them communicateLocal Wi-Fi vs onlineNetwork speedFinding opponents 4/6 Tuesday, March 3, 2009 16. Design considerations Server vs. No serverConnectivityGame stateCrash handlingSecurity vs. obscurity5/6 Tuesday, March 3, 2009 17. Design considerations Levels of (asynch) interactionHigh scoresChallengesGhost racingConspicuously absent...6/6 Tuesday, March 3, 2009 18. Implementation notes ConnectivityPersistent connectionsNon-persistent connectionsLatency = Lag = BadEDGE and 3G = Latency1/7 Tuesday, March 3, 2009 19. Implementation notesMarshaling dataText (XML, JSON etc)Easy to debug/Cross-platformBulkyBinaryReverse of the above 2/7 Tuesday, March 3, 2009 20. Implementation notes SecurityMore honey = More bearsServersCommunicationDatabases 3/7 Tuesday, March 3, 2009 21. Implementation notesScalability and StabilityCongrats, you app is popular!Oops, here comes the crowd!Redundancy = Good = GoodExtensible data storageParallel message processing4/7 Tuesday, March 3, 2009 22. Implementation notesOperationsServer + Clients = FamilyNo app left behindMonitor this!Down for maintenanceNotify users, pick non-peak time5/7 Tuesday, March 3, 2009 23. Implementation notes HostingIn your basementRack spaceShared/dedicated serversCloud 6/7 Tuesday, March 3, 2009 24. Implementation notesiPhone SDK networkingC vs Objective-CSockets and streamsHTTP and FTPDNS (CFHost)Bonjour (CFNetServices)7/7 Tuesday, March 3, 2009 25. ByteClub Scramboni50,000 playersIts fun, but...Multiplayer Gaming PlatformSame back-endAvailable to other developersTuesday, March 3, 2009 26. Thank you! http://byteclub.com Tuesday, March 3, 2009 </p>