Fundamentals Of Network Game Development

by
Edition: 1st
Format: Hardcover
Pub. Date: 2008-11-21
Publisher(s): Charles River Media
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Summary

Learn to create network games from start to finish with Fundamentals of Network Game Development. Covering all the essential elements of network game development, this book provides the techniques and strategies necessary to create a quality game. Organized into three core sections-design, design and development, and development-the book explores all the unique, underlying aspects that game designers and developers need to consider when building a game that uses a network to connect players both with the game and with each other. You'll examine the characteristics that set a network game apart from one that is played offline, the different types of games and networks, how the design and development processes differ depending on the type of game, how design elements affect development implementation and vice versa, how to prevent cheating and hacking, and how to test the final product. Throughout each chapter, real games are used as case studies to help guide you through the challenges of creating your own games. Fundamentals of Network Game Development provides you with the foundation you need to create professional-caliber network games. Book jacket.

Author Biography

Guy W. Lecky-Thompson is an experienced author in the field of video-game design and software development

Table of Contents

Introductionp. xiv
The Challenge of Game Networkingp. 1
Types of Networkingp. 2
Dial-Up and PPP Networkingp. 3
Local Area Networkingp. 6
The Internet and World Wide Webp. 7
Wireless LANp. 9
Cellular Technologyp. 10
Network-Gaming Modelsp. 11
The Client/Server Modelp. 13
Dynamic (Real-Time) Network Gamingp. 15
Connectionless Network Gamingp. 16
Data Exchange in Network Gamingp. 18
Securityp. 18
Split-Information Modelp. 21
Balancing Data Exchangep. 23
Key Decisionsp. 24
Types of Network Gamesp. 27
Multi-User Dungeon Gamesp. 29
First Principlesp. 30
Text-Based MUDsp. 36
Possibilities Beyond Textp. 38
Arcade Gamesp. 42
Gaming Modelp. 43
Securityp. 44
Data Exchangep. 45
Massively Multi-Player Online Role-Playing Games (MMORPGs)p. 47
Web and "Through the Browser" Gamesp. 49
Text-Based Through-the-Browser Gamesp. 52
Flash-Based Web Gamesp. 52
Alternate-Reality Web Gamesp. 53
From Theory to Developmentp. 53
Referencesp. 54
Putting Game Networking Technology to Workp. 55
Components of Network Gamingp. 57
Communicationp. 57
Interactionp. 59
The Platformp. 61
Personal Computerp. 61
Consolep. 62
Handheld Devicep. 63
Multi-Platformp. 64
Complete System Architecturep. 64
The Front-End Interfacep. 65
The Middlewarep. 71
The Back-Endp. 74
The Networkp. 76
A Comparison of Network Game Typesp. 79
Categorizing Multi-Player Network Gamesp. 80
Pseudo Single-Player Online Gamesp. 81
One-on-One Gamesp. 81
Team-Based Multi-Player Gamesp. 82
Map-Based Multi-Player Gamesp. 82
Real Time-Strategy Gamesp. 83
Massively Multi-Player Online (MMO) Gamesp. 84
Massively Multi-Player Online Role-Playing Games (MMORPGs)p. 84
Comparing Network Game Typesp. 84
Turn-by-Turn Games Versus Real-Time Action Gamesp. 85
Multi-User Dungeon (MUD) Games Versus Real Time-Action Gamesp. 85
NPC Combat Games Versus Pure Multi-Playerp. 86
Player Combat Games Versus NPC Combat Gamesp. 87
In-Browser Games Versus Standalone Client Gamesp. 88
Design Principlesp. 89
From Single Player to Multi-Playerp. 90
Adding Network Supportp. 91
Adding Multi-Player Support to the Designp. 96
Testing Through Designp. 98
Choosing the Technology for Your Gamep. 98
Referencesp. 100
Creating Turn-by-Turn Network Gamesp. 101
Turn by Turn Definedp. 103
The Game Systemp. 104
Player Customizationp. 106
Case Study: Project Rockstarp. 112
The Premisep. 113
Setupp. 114
Playing the Gamep. 115
Solutions to Possible Problemsp. 120
Alternative Approachesp. 123
The Fictional PlanetStar RPGp. 125
The Game Environmentp. 126
Profile, Ship Design, and Customizationp. 127
Update Cyclesp. 128
Pre-Programmed Combatp. 129
Revenue Modelp. 130
In-Game Currencyp. 131
Advertising Networksp. 133
Direct Sponsorshipp. 136
Commercializing a Turn-by-Turn Gamep. 136
Referencesp. 137
Creating Arcade and Massively Multi-Player Online Games (Real-Time)p. 139
Game Models Revisitedp. 140
MMORPGsp. 141
Arcade Action Gamesp. 142
Anatomy of a Game Modelp. 143
Client Software Structuresp. 144
Building Server Solutionsp. 146
End-to-End Networking Using IPp. 148
Revenue Modelsp. 153
The Direct Revenue Modelp. 154
The Indirect Revenue Modelp. 154
Merging Real-Time Gaming with the Internetp. 155
Referencesp. 156
Improving Network Communicationsp. 157
Network Communication Issuesp. 158
Packet Lossp. 160
Network Latencyp. 162
Solutions to Network Latency Problemsp. 166
Networking Topographyp. 166
Design-Based Workaroundsp. 170
Minimizing Exposure to Latencyp. 174
The Principle of Minimum Data in Transitp. 178
Basic Data Reductionp. 180
Using Compressionp. 182
Using Game Environment Predictionp. 184
Data Loss and Dropped Connectionsp. 189
Combating Data Lossp. 189
Combating Dropped Connectionsp. 191
Referencesp. 194
Removing the Cheating Elementsp. 195
What Is Cheating?p. 197
What Are the Risks?p. 198
Genre-Specific Risksp. 199
Global Risksp. 199
What Are the Solutions?p. 200
Detection Approachesp. 201
Prevention Versus Detectionp. 204
Action Versus Inactionp. 205
Hacks, Cracks, and Cheat Codesp. 207
How Hacks and Cracks Happenp. 208
Types of Cheatsp. 212
Bots and Automated Playingp. 215
Communication Layer Cheatsp. 216
Data-in-Transit Cheatsp. 216
Lookahead and Update Droppingp. 217
Intentional Disconnectionsp. 218
Solutions to Communication Layer Cheatsp. 219
Logic Layer Solutionsp. 221
Code Obfuscation in the Logic Layerp. 222
Identifying Botsp. 226
Referencesp. 228
Testing Network Gamesp. 229
Principles of Testingp. 231
The Testing Processp. 231
Componentsp. 235
Types of Testingp. 238
Strategyp. 239
Testing the Network Layerp. 241
Simulating Network Issuesp. 241
Load Testingp. 244
Sustained-Load Testingp. 248
Peak-Traffic Testingp. 249
Testing the Logic Layerp. 251
Simulating Player Interactionp. 251
Stress-Testing the Middlewarep. 253
Stress-Testing the Databasep. 253
Testing Non-Interactive Gamesp. 255
Testing the Client Softwarep. 258
Re-Using Prediction Code in Testingp. 260
Prediction Is Al in Practicep. 261
An Overview of Testing Optionsp. 263
Network Programming Primerp. 265
An Introduction to Socket Programmingp. 266
Types of Socketsp. 267
Protocol Layersp. 269
Server-Side Socketsp. 271
Client-Side Socketsp. 272
Using Pollingp. 272
Server-Side Pollingp. 272
Client-Side Pollingp. 273
Sequential Processing Techniquesp. 274
Socket Polling Examplep. 274
Enhancements to Basic Round Robinp. 275
Socket Programmingp. 276
Data Typesp. 277
Sockets and Portsp. 278
Sending and Receiving Datap. 283
Client Examplep. 287
Server Examplep. 290
Open-Source Code Librariesp. 295
MUD Librariesp. 296
Action Gamesp. 297
Web Gamingp. 299
Final Thoughtsp. 300
Referencesp. 301
Indexp. 303
Table of Contents provided by Ingram. All Rights Reserved.

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