mt_maui
2006.12.11, 03:00 AM
I'm in the very early stages of designing a turn based strategy game, one that I want to scale up gradually. One of the last things I want to add is multiplayer support, and I want to take that into consideration early before I end up coding myself into a corner and having to throw everything out and start over.
So I'm a little confused on how to proceed. One thing I'm considering is just creating a separate update loop for the client, and just forking it off when I need to contact the server:
if(multiPlayerGame == true) {
updateWithServer();
} else {
updateLocally();
}
Or would it make more sense to always be running as a client/server, and just have the client side connect locally for single player mode? Note that single player is going to be a big part of the game no matter what.
Ideally, I'd like to do something along the lines of the first solution, so that I can focus on the game itself and then go back and work out the networking aspect of it, but I'm not sure if that is realistic.
So I'm a little confused on how to proceed. One thing I'm considering is just creating a separate update loop for the client, and just forking it off when I need to contact the server:
if(multiPlayerGame == true) {
updateWithServer();
} else {
updateLocally();
}
Or would it make more sense to always be running as a client/server, and just have the client side connect locally for single player mode? Note that single player is going to be a big part of the game no matter what.
Ideally, I'd like to do something along the lines of the first solution, so that I can focus on the game itself and then go back and work out the networking aspect of it, but I'm not sure if that is realistic.