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Network game with persistence

Hi all,

I know I have a long way to go before I can even build my upcoming question, but this is what I would like to do:

In the future I would like to build a game where like 50 players per instance can join a main town and socialise together in a top down view. They can switch main town instances. They can also personally own a room in town, where they can build and decorate this room with furniture etc. The personal room is not litteraly visable in the main town map, but selectable or creatable by a hud. Players can invite other players in their personal rooms. Also some kind of RPG ellements will be build in the game with persistence, so when players return to their houses all furniture and rpg progress is still there. I suspect that I need some form of Mmo persistence and networking build in?

So as some of you might recognise from the above discription the idea comes a bit from habbo hotel.

My question is, can you guys point me in the right direction with some links and tips so I can find out how much work, time and learning it will cost me to even build this? And what networking skills I need? And is this possible with Blueprints? I dont know C++.

I know it's a big idea, atm I'm only as far as making small single player games. Maybe it's to much to bring this to life, but it's a dream and I would love to find out for myself how big the scope is to get a better understanding of networking etc.

Thanks in advance ;-)

Product Version: UE 4.11
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asked Jun 03 '16 at 08:07 AM in Blueprint Scripting

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You could make some form of structure or even a Actor which is the room. This will contain all the data such as what furnature is owned - X+Y+Z Location of the furtnature and such and you can then save this into a slot. So if the player is called TestPlayer, their home could be saved into slot "TestPlayerHome".

All you would need to do then is when they teleport to their home you load slot "testplayerhome" and get the actor - spawn it in. you could then teleport the player into the place where the room is in the world.

Probably a better idea then having a MMO persistence running that will keep all thousands of rooms that all your players across the servers own running even if they aren't in use.

The main town however, that might have to be something you keep running all the time.

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answered Jun 05 '16 at 05:12 PM

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avatar image Jojoba007 Jun 05 '16 at 06:21 PM

Thanks for your answer. I think I can follow a bit what you mean, the problem still is, where do I start educating myself for this project? What tutorials or resources should I look into to get me started working out this project? Do I need to know specific networking techniques? Which resources do you guys recommend me start looking into? Are there any Unreal projects that have a connection onto what I'm planning to accomplish? All these kind of questions pop-up inside my head ;-).

O yes, another question. Is it difficult to maintain cheating and hacking of accounts and the server(s)?

avatar image Gyzzorn Jun 05 '16 at 06:27 PM

You could look at the unreal engine > Learn > Multipalyer shooutout.

That project has code built in which allows players to connect to each other on a server. You could use something similar, except instead of it being localhosted by one player you get replace the "open IP" with the IP address for your server.

As for videos, you could look at the replication videos as they can help you to fix errors and make sure that things run smoothly across all clients (an example would be that players cant see something that others cant) https://www.youtube.com/watch?v=TbaOyvWfJE0

As for the part to do with the save files. Im not sure exactly where there is documentation its sort of something I just worked out when testing things out.

But you can use the commands Save Slot and Load Slot. + type a name in for the save file.

avatar image Jojoba007 Jun 05 '16 at 10:38 PM

Thanks for the tips. I will definitely look into your suggestions.

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