Game
Codename Determination
5 years ago

[Serious Poll, Please Expand Post] Switch to a different multiplayer framework for player-hosted servers?


Howdy, everyone. Long time no see. I returned to announce something that's major. Currently, the game uses "Photon Unity Networking" and a self-hosted server to handle multiplayer matchmaking and functionality. This is a problem as if this one server goes down, then that means everyone will be blocked off from playing the game. Not only that, but it'll also be difficult to give players the ability to host private games on the server since it requires additional coding and complexity in the client.

I wanted to bring in a new proposition. I am willing to spend as much time as I need to convert from "Photon Unity Networking" to "Mirror Networking". This will allow every player to host their own server and with the combination of Game Jolt cloud storage, players could open their server to the public and allow random players, as well as friends, to join.

This may require the parts of the programming for the multiplayer functionality to be scrapped, but if the community wants this then I am willing to follow through. This is only if the majority wants me to do this.

Wait! What about port-forwarding? How would that work?
I will be looking into implementing a UPnP (universal plug-and-play) functionality to do breakthroughs and perform an auto-port forward so users don't have to go into their router settings to port-forward. If you don't know what UPnP is, it allows applications and games to open temporary ports to the internet to allow connections to the port.


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