General directions on developing a server side control system for JS/Canvas Action RPG

Posted by Billy Ninja on Game Development See other posts from Game Development or by Billy Ninja
Published on 2012-09-21T13:24:47Z Indexed on 2012/09/21 15:54 UTC
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Well, yesterday I asked on anti-cheat JS, and confirmed what I kind of already knew that it's just not possible.

Now I wanna measure roughly how hard it is to implement a server side checking that is agnostic to client input, that does not mess with the game experience so much.

I don't wanna waste to much resource on this matter, since it's going to be initially a single player game, that I may or would like to introduce some kind of ranking, trading system later on. I'd rather deliver better more cool game features instead.

I don't wanna have to guarantee super fast server response to keep the game going lag free. I'd rather go with more loose discrete control of key variables and instances. Like store user's action on a fifo buffer on the client, and push that actions to the server gradually.

I'd love to see a elegant, generic solution that I could plug into my client game logic root (not having to scatter treatments everywhere in my client js) - and have few classes on Node.js server that could handle that - without having to mirror/describe all of my game entities a second time on the server.

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