Multiplayer Service with API

Hello Everyone, I am a server developer, I do everything from apps to websites an games.

One thing I personally hate, is having to create a backend for online multiplayer games.

As developers, who would like access to a service that had the backend pre-built? With a simple API?

I personally do not know how you would like it to be used? Any ideas?

I'm thinking a simple send and receive JSON messages as an option? What are your thoughts, and how would you like this, as developers, to work? (I will open source the code, I don't want to own it, I think it'd be a good community project)

Comments

  • mjoynermjoyner Posts: 168Member
    what about something that runs across existing chat service like google talk?
  • BalbiBalbi Posts: 198Member
    mjoyner you might be thinking of xmpp :)
    Lead Developer of Leroux
  • JamesS237JamesS237 Posts: 38Member
    I am thinking a out having a Node.js backend, connected to a cache, like redis. Because node.js is non-blocking and asynchronous, so it's fast, and scalable, and should handle many hundreds of users at once! It's server side javascript. I am still not sure what we should program into it. But it should be cool!
  • JamesS237JamesS237 Posts: 38Member
    Bump, anyone?
  • ClowenClowen Posts: 46Member
    I'm working right now using a simple Java.NIO based network server. The core of it should handle what you want with a minimal interface.
  • JamesS237JamesS237 Posts: 38Member
    what type of data goes through it?
  • JamesS237JamesS237 Posts: 38Member
    Ive tested mine on two nexus 7's over the web. Using singapore EC2 servers, i have >.25s lag (from Australia). At 10,000 requests/second. Should be fine for small games
  • HicsyHicsy Posts: 177Member
    personally I will be looking for something to offload onto Google Appengine! I don't know enough yet to help you from scratch, but as i was just going to find snippets to hack and slash together a big dedicated server anyway, I will happily be a test piggie :@)
    Can't find aapt.exe? Temp fix: Copy another one from 'android_sdk/build-tools/17.0.0' back to your 'platform-tools'
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  • JamesS237JamesS237 Posts: 38Member
    What type of protocol do we want? And should we add both lobby style games and console vs. console games?
  • JamesS237JamesS237 Posts: 38Member
    I've put up a demo with a basic node.js server (without the lobby code) and a Java example: https://gist.github.com/4439820
  • JamesS237JamesS237 Posts: 38Member
    I am startimg a service for this, $15 AUD/month. Hosted on ec2. Code will be 100% open source. Anyone willing to help write the java client?
  • MagnesusMagnesus Posts: 304Member
    edited January 2013
    I myself write such services in... php (I'm weird that way, haha). But you need to know that language very, very well to do so. It works surprisingly stable (like 1 year uptime without problems). Writing them in Java would give you opportunity to use the same libraries on server and in game.
    @JamesS237 - what would the service do? Just send messages between players right?
    Post edited by Magnesus on

  • JamesS237JamesS237 Posts: 38Member
    @Magnesus - developers could provide another script that allowed server-side processing. Node.js is event driven and asynchronus, making it perfect for servers. Incoming data is cached in redis, so it isnt overl
  • JamesS237JamesS237 Posts: 38Member
    anyone want to help
  • ClowenClowen Posts: 46Member
    edited January 2013
    @JamesS237 I'm sending data as simple byte streams that are translated into Message objects. [1 Byte Command][2 Bytes Data Size][0-65k Bytes Data]. It's using Java.NIO so it's not blocking. And as someone had mentioned before, being in Java the code works client and server side. It's TCP based, I'm not trying to get much dirtier in terms of actual network protocols.

    It's still in progress but works as it is.

    One of my goals is to make a swappable Protocol object that describes how the data should be translated from Message objects to Byte Streams. Allowing for some more flexibility.

    The messages right now hold data as one large array, but I'm planning some kind of factory based on the command byte that would know how to better present the data array.

    Anyway, PM me if you're interested.
    Post edited by Clowen on
  • MaescoolMaescool Posts: 9Member
    I'm currently trying out smartfox for this, very promising system, both unity and java support btw ;)
    you should check it out :)
  • ClowenClowen Posts: 46Member
    I was working with SmartFox Server 2x for a bit with another project. It is really nice once you get the basics rolling. Took me a while to get my own authentication system working.

    The project I'm working on is Open Source, meant for beginner game devs and designers to be able to see as much of it as possible. Granted I'm using libGdx, but that is also open source.
  • rocketbunnyrocketbunny Posts: 46Member
    PlayerIO has always had everything I need. You should check it out and see what is better for you.
    Robert Crane
    CEO, Rocket Bunny Games
  • GodlyPerfectionGodlyPerfection Posts: 140Member
    Given that PlayerIO has Unity support, that is what I'll be using, but best of luck to your guys' effort.
    Aggro Tactics - A tactical strategy virtual board game built with Unity3D 4.0, designed around the concept of Threat/Aggro inspired by the mechanics of chess and a customizable party like in table top games.

    Founder of ReachingPerfection.com
  • SueseSuese Posts: 120Member
    I already have server software built. Definitely would not be interested in something that required an additional fee.
    TheSuese.com - Elite Developer Backer
  • rocketbunnyrocketbunny Posts: 46Member
    edited January 2013
    I respect your decision although there will always be extra costs involved when developing multiplayer games. PlayerIO costs are very cheap considering it is a fully managed farm. Most of the cost is the internet bandwidth that your players use. You have to manage your own servers with SFS or others, so unless you are going to have server racks in your house, expect high costs.

    In any case, it sounds like you have it under control so good luck with it all.
    Post edited by rocketbunny on
    Robert Crane
    CEO, Rocket Bunny Games
  • GodlyPerfectionGodlyPerfection Posts: 140Member

    I respect your decision although there will always be extra costs involved when developing multiplayer games. PlayerIO costs are very cheap considering it is a fully managed farm. Most of the cost is the internet bandwidth that your players use. You have to manage your own servers with SFS or others, so unless you are going to have server racks in your house, expect high costs.

    In any case, it sounds like you have it under control so good luck with it all.

    And Player.IO is even better for those of us working on Async games that don't always need to be connected at the same time. ;) No concern for concurrent users, but database objects may become a concern... we shall see.
    Aggro Tactics - A tactical strategy virtual board game built with Unity3D 4.0, designed around the concept of Threat/Aggro inspired by the mechanics of chess and a customizable party like in table top games.

    Founder of ReachingPerfection.com
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