How far from MARS do you consider a game like Teeworlds ? It’s fast and there is a lot of shooting.
Yes, there is a lot of shooting and it’s very fast, but not half as “random” as M.A.R.S. is. Teeworlds is certainly using preconfigured damage outputs for each weapon, independend from the amount of spawned particles. We will have to rework our damage model in this direction.
With this change, data size indeed might be no problem anymore.
About random particles: if you use the same seed on both client and server side, things should be consistent. Maybe I didn’t grasp the full issue ?
Using the same seed may be a step in the right direction, but there is so much “randomness” ingame, that we can’t ensure the sequence of random numbers will evoke the same effects on each client.
The biggest concern I see so far are collisions with space objects (both being pushed by ammos and by other ships) … that will probably indeed prove challenging.
If the state of the battlefield is predicted and corrected once the relevant data are received, it could be frustrating.
You are totally right, it will be hard to synchronize each running instance and at the same time keep it fair-looking for every single client. We are thinking a lot of such things and hopefully will find a solution eventually.
On the other hand, I think cheat-avoidance-oriented architectures are sand castles, so it could make things easier if the client has a certain degree of liberty. … I don’t know, maybe progressive correction ?
Progressive correction won’t be as easy as you might think. Not said to much: we will try to use an uncommon architecture.
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