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The so-called online games are inseparable from the Internet.
So the premise is that the game must be online in order to be entertained.
So how do you build an online game?
First of all, you need someone else to access your game, then you need a game console (take CS LAN as an example, you need to build a host first, and then others can join to play in a network), this online game host has a special term called game server. Then the player connects to your game server through your game client to participate in the online game you have created, which is also an interactive process of online game. Here's a relatively simple way to put it, and that's probably what it means.
If it comes to more detailed information, you don't give any points at all, and there may be no professional to waste words for you.
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Online games are also software, and their production process conforms to the general laws of software.
The first is the requirements design, then the functional module division, then the coding, and finally the test deployment.
A finished game is divided into server-side and client-side, and they are connected with a network.
In addition, different games have different construction methods, so it is impossible to generalize.
You can take a look at the link below, but it's too specific.
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Build it up little by little.
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Two-point-two-point to build.
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There are three fundamental purposes for creating games, and these three fundamental purposes revolve around the two topics of "capital" and "interest".
Games are virtual, and many things in the game world, once created, are not subject to many constraints in the real world, which allows many entrepreneurs to see business opportunities.
This fundamental purpose of creating games is cherished by many game creators today.
The other is a hobby, which is to create games out of love for something.
There is also a kind of creation with interest and making money as the main purpose.
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First of all, the living habit of modern people is to be alone and rarely go out for shopping, unlike the group of people born in the 80s before, who have a lot to play; In today's high-speed development of the Internet, games are a product of the Internet; Finally, modern people need something to pass the time in their spare time, and games are a good choice.
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When a person's life is relatively abundant, then it is normal to have other things to spend some of their hobbies.
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1. Writing game engines and modeling: you need to be proficient in C C, Microsoft Develop Studio development environment, using SDK or MFC, DirectX OpenGL, SQL programming, SQL server or Oracle database configuration.
2. Planning, art, sound effects: Maya, 3dmax, PS (I am not familiar with sound effect production, so I can't provide this aspect). Process:
Planning - Engine - Modeling - Art - Testing. Team: First of all, a planning team composed of the core of each merit and erection team will be formed to conceive the content structure of the entire game.
Including story outline, game style, character modeling, operation mode, mission mode, equipment mode, etc., as well as program writing, artwork map can be realized, etc., whether the budget can be maintained, etc.
Then prepare for the establishment of each functional group: the main programming group, responsible for the game engine. The modeling team is responsible for writing a complete world, with all kinds of characters, monsters, etc. In the art team, Liang is responsible for packaging the game. Test group, set up several groups of servers with large slag files, and test the game.
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Hehe, which one are you asking? Is it programming or planning?
Let's talk about planning first, the so-called planning is to write the story of the game, what should this game be based on, think about it, write the plot, what are the characteristics of this game? Think about it.,Let's make special features.,For example, color skills.,Dungeons.,Or something.。 There's a lot of this.,I'll just say so much.,Planning is made after it's done.,Then it's up to technicians.,Make a game to be done in sections.,First of all, you have to determine the picture style.,The style is determined.,It's necessary to implement it in accordance with the preliminary design.,Do the map of the map.,Do the color of the color.,Do the characters of the characters.,It's what should be done.,Of course,The core technology is the engine.,The engine has been set to do a good dish line.,After the foundation is done, it's synthesis.,That is, the characters.,Map.,Plot., Characters and together,Make a system of things.,That's the game.,The next thing is to modify.,Asked to ensure that the game runs smoothly.,And reduce bugs.。 It is necessary to detect, but also to ensure that the game and all kinds of computers are well compatible, and these problems are solved and put on the market.
Pick the right time, then test, what test? It's just that players are here to help you find faults, such as bugs. Fairness ==、The player helped you find the problem, and you can modify it to be officially operated.
The basic model of online games is to rent a game system, which is an open system, which allows different IPs to operate in the system and save player information in real time.
It's like a playground where that's all there is, but there can be a lot of people to play, and no one can record what they do every day with a camera, that's all!
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Online gaming is a form of internet-based gaming that allows players to interact, compete, or cooperate with each other on a network. The networking of online games is a core part of the game, which enables real-time data transmission between players and the game platform, so as to realize the interaction and competition between players.
So, how do you build a gaming network? First, game developers need to determine how the game will be networked and how it will be protocoled. Common networking methods include good client-server mode, point-to-point mode, etc.
The client-server mode is the most commonly used way to network, and it consists of a game server and multiple clients. The game server is responsible for managing the game logic and data storage, while the client is responsible for sending requests to the server and receiving responses from the server. In this model, game developers need to design reasonable protocols to ensure the transmission and processing of data.
Second, game developers need to choose the right web engine. A web engine is a software framework that enables game developers to quickly build web functionality. Commonly used network engines include Unity, Unreal Engine, etc.
These networking engines provide rich networking capabilities, including asynchronous communication, multithreading, data compression, and more.
Finally, game developers need to test and optimize their networking. During the network test, developers need to test the network performance of the game by simulating different network environments, including game latency, data loss rate, etc. In terms of optimization, there are a number of things developers can do to improve the network performance of their games.
For example, data compression can be used to reduce the amount of data transmitted over the network, and hierarchical design can be used to reduce the load on the server.
In conclusion, networking games is a complex task that requires a lot of experience and skills from developers. Only with a good network environment and reasonable design can the smooth networking of the game be realized and provide players with a better gaming experience.
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