Game Development Community

Turn Based Networking Sufficient for Me?

by Dmitri Sotnikov · in Torque Game Builder · 05/10/2006 (12:28 pm) · 1 replies

I was worried about the networking features in T2D, but I'm a little less so now. Let me explain what I'm trying to do, and maybe someone smart can tell me if its possible without C++ hacking. I'm making a turned based puzzle game, but users allowed to make turns at any time(think tetris versus mode), they don't have to wait for the other person to make a turn before they make another. Also the server occasionally makes turns on its own. Will torque net lite thats in TGB support this kind of turn based networking? Or does it only support one turn for you, one turn for me, repeat type networking??

#1
05/10/2006 (12:37 pm)
Actually, true "turn based networking" requires a bit of infrastructure (state tracking mostly) that isn't stock--nothing at all in TorqueNet Lite restricts you from what you want to do--when an event occurs as you describe, you simply need to make sure you notify each of the appropriate clients of what happened, and make sure they handle them, which can (most likely based on your description) be done purely in script.