Vai al contenuto principale della pagina

Going Multiplayer : A Complete Guide: From Design to Post-release / / by Paolo Abela



(Visualizza in formato marc)    (Visualizza in BIBFRAME)

Autore: Abela Paolo Visualizza persona
Titolo: Going Multiplayer : A Complete Guide: From Design to Post-release / / by Paolo Abela Visualizza cluster
Pubblicazione: Berkeley, CA : , : Apress : , : Imprint : Apress, , 2025
Edizione: 1st ed. 2025.
Descrizione fisica: 1 online resource (191 pages)
Disciplina: 794.8/151
Soggetto topico: Video games - Programming
Game Development
Nota di contenuto: 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.
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.
Titolo autorizzato: Going Multiplayer  Visualizza cluster
ISBN: 979-88-6882-031-1
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9911049155003321
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Serie: Professional and Applied Computing Series