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RPG vs. Fighter
Posted: Mon Jul 12, 2004 4:06 pm
by James M.
Which comabt style would you like 4 an online/onsite game, fighting(street fighter, snk) or rpg(self explanitory)?
This is for a site I am attempting to make. If you voted other, please post what you would prefer.
Posted: Tue Jul 13, 2004 1:29 pm
by feyd
are these both turn-based, or real-time, or what?
Posted: Tue Jul 13, 2004 2:01 pm
by James M.
Well if its an RPG ill have to decide whether its turn-based or real-time, but if its Fighter then it would be realtime of course.
By the way, leave a post anyone if you would prefer turn-based or real-time RPG if you select RPG.
Posted: Tue Jul 13, 2004 2:19 pm
by feyd
I believe turn-based, would be the better route, as it's not likely to require special applets or other things, allowing more people to play, thus increasing your demographic significantly.
Posted: Tue Jul 13, 2004 2:29 pm
by James M.
Yea, but if i do choose turn-base, i will have to find a way to minimize data transfer due to limited bandwidth. Then again Im not even sure the game will be that big, its just a little project of mines to better learn php/mysql, and classes but i am still treating it as if it were real.
Posted: Tue Jul 13, 2004 2:33 pm
by feyd
client-server would suck up your bandwidth, p2p wouldn't. However, p2p generally requires an application on each machine, and is greatly susceptable to cheaters. In client-server set ups, the server is authoritative over the clients, so it can handle cheaters far easier..
Posted: Tue Jul 13, 2004 2:36 pm
by James M.
Could you turn flash into a p2p app?
Posted: Tue Jul 13, 2004 2:41 pm
by feyd
I don't think so.. but it's been a while since I've touched flash..
Posted: Tue Jul 13, 2004 2:48 pm
by James M.
lol, I will have to either use a p2p app and hope cheating isnt big or find some way where only a few KBs are sent per battle, or mix them both to limit cheating and minimize bandwidth