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Game Objective
Multiple player rouge like plan Flash based client with Unity Tile based procedural dungeon Turn based multiplayer Can move freely up to a radius from the other player Click to move to point or interact with object Each move submitted to a webservice Data encoded in JSON Move verified on the server, stored in a db When player decides move is complete they yield their turn Can post chat to their teammate Active AI can decide to move after a player has submitted an action. When other team mate signed in we notify them of all the moves made and play them back of the client. Send e-mail to client when it's their turn if they aren't signed in. Client polls the server every few seconds for updates
Chat and push notifications sent via IRC (using http://code.google.com/p/as3irclib/) IRC server and channel name specified in game creation Option to encrypt chat in channel
Server Project Organization - How the files in the server project are arranged
Mob Types - Format for the mob type definitions
Room Templates - How the room templates are validated and stored in the DB
Navigation - How AI navigation is computed on the server
AI Decision Making - How AIs make decisions in response to players moves
Request Processors - How incoming JSON requests are processed
Database Query Layer - How database queries are structured and cached
Standalone And Embedded Web Server - How the stand alone and client embedded web server are structured
ASPX Web Service - How the IIS hosted web server is structured
Client Project Organization - How the files in the client project are arranged
UI System - Wrapper around Unity immediate mode UI and UI event handling
Asynchronous Request System - How JSON requests are sent to the web server
Game Event System - How the game state changes as a result of player actions
AI Path Finding and Steering - How the AI compute a path and drive toward path waypoints
IRC and Push Notifications - How chat and server push notifications are routed through IRC