ketys Posted January 27, 2015 Share Posted January 27, 2015 I say hello to all game developers! I am beginner at game development, so I would like to ask some questions at first. I've got to create multiplayer game for at least 50 players. It will be a game like a travian, goodgame empire, ... etc. so the database server storage is needed Everything in game will be controlled by mouse-clicking on objects, except moving on world map and entering some text in input fields... I've chosen Phaser for developing game on client-side. I would like to avoid future problems so:What database should I use for storing the game datas? Is real-time networking necessary in this case? Which compoments (except Phaser) will I need? (socket.io? nodeJS? ...)Thank you for all your tips! Link to comment Share on other sites More sharing options...
Lee Kao Posted January 28, 2015 Share Posted January 28, 2015 For very fast development I would recommend the Meteor.js framework, it might not be the optimal choice for a backend but when it comes to game design I ussually want to get to a working prototype ASAP (just so I can test my idea on real people and see if my game is fun for them) and Meteor is probably the fastest way, it will provide you with a DB, sockets, html templating (Blaze), and can even handle deployment and hosting for you, you can deploy any project to their servers for free. Also, phaser works GREAT with it. https://www.meteor.com/ Link to comment Share on other sites More sharing options...
ketys Posted January 28, 2015 Author Share Posted January 28, 2015 Thanks for answer, but this application will be my bachelor work, so i'm not going to develop some prototype :-) I was searching in the morning something about my problem again. Which option shoud I choose?phaser + ajax, php, mysql (is it possible?) phaser + websocketsWhat do you recommend? Link to comment Share on other sites More sharing options...
Kobaltic Posted January 29, 2015 Share Posted January 29, 2015 I use php ajax and mysql for all my backend work. But then again I am a php programmer by day. Link to comment Share on other sites More sharing options...
suyashmshephertz Posted February 20, 2015 Share Posted February 20, 2015 I say hello to all game developers! I am beginner at game development, so I would like to ask some questions at first. I've got to create multiplayer game for at least 50 players. It will be a game like a travian, goodgame empire, ... etc. so the database server storage is needed Everything in game will be controlled by mouse-clicking on objects, except moving on world map and entering some text in input fields... I've chosen Phaser for developing game on client-side. I would like to avoid future problems so:What database should I use for storing the game datas? Is real-time networking necessary in this case? Which compoments (except Phaser) will I need? (socket.io? nodeJS? ...)Thank you for all your tips! Once again I am going to shamelessly introduce AppWarp , the multiplayer game engine, on which me and my team work. AppWarp is a real time multiplayer game engine. The beauty of AppWarp is that it is a Cloud based service. So, you don't even need to deploy and maintain any server. In fact you don't even need to write server side code. All you need to do is make API calls through our JS SDK. And It's free for indie game developers.This can save a lot of your resources. You should check it out atleast for once. Here is the dev center link http://appwarp.shephertz.com/game-development-center/html5-game-developers-home/ Thanks Link to comment Share on other sites More sharing options...
klg Posted February 20, 2015 Share Posted February 20, 2015 I am currently working on a multiplayer game that uses node and socketio for backend and the frontend in created using phaser. For persistence you can try mongodb or mysql. Link to comment Share on other sites More sharing options...
ptdnet Posted February 20, 2015 Share Posted February 20, 2015 ...travian... Is real-time networking necessary in this case?Travian is most definitely not "real-time." Every time you send a request to the server, it checks time stamps and acts on whatever it needs to. Time to finish that building? Time to start that battle? Time to do whatever? So it's more like "fake real-time." If nobody logs in for two days, none of those battles, etc. would happen until somebody fires up a request to do something. Link to comment Share on other sites More sharing options...
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