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[null,"1.","Record Nr.",null,"UNINA9911049155003321"]
[null,null,"Autore",null,"Abela Paolo"]
[null,null,"Titolo",null,"Going Multiplayer : A Complete Guide: From Design to Post-release / / by Paolo Abela"]
[null,null,"Pubbl/distr/stampa",null,"Berkeley, CA : , : Apress : , : Imprint : Apress, , 2025"]
[null,null,"ISBN",null,"979-88-6882-031-1"]
[null,null,"Edizione",null,"[1st ed. 2025.]"]
[null,null,"Descrizione fisica",null,"1 online resource (191 pages)"]
[null,null,"Collana",null,"Professional and Applied Computing Series"]
[null,null,"Disciplina",null,"794.8/151"]
[null,null,"Soggetti",null,"Video games - Programming"]
[{"$nulls":4},"Game Development"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"Chapter 1: Why is it so hard to make a multiplayer game? -- Chapter 2: How the internet works -- Chapter 3: Developing a multiplayer game -- Chapter 4: Going global -- Chapter 5: Monetization -- Chapter 6: Optimizing your multiplayer game -- Chapter 7: Common multiplayer features -- Chapter 8: User generated content."]
[null,null,null,"Sommario/riassunto","Design, implement, release, and maintain a multiplayer experience! Find out what challenges, risks, and upsides you need to be aware of from day one! Through real-world examples inspired by games such as League of Legends, Ariokan, and Morimens, the book covers the differences between developing multiplayer and single-player games, diving into the details of how the communication between different devices works, how to structure a multiplayer project depending on what you’re developing, how to prepare it for a global launch from a technical and monetization perspective, as well as how to protect the game. It also explains how to develop common features shared by several multiplayer titles. Maintaining an engine-agnostic approach as much as possible, the book uses both Unity and Epic Games products and services as a reference. The book takes the collectible card game Ariokan as a reference to explain some dynamics and challenges of multiplayer games that revolve around user-generated content. You Will Learn · What pieces you need to build to have a globally accessible multiplayer experience and how they work · How communication and synchronization work in a multiplayer game and how to design around that · The different types of monetization strategies that you can implement to generate revenue from your game · How User Generated Content-centric games work and the challenges related to them."]