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C# Multiplayer games?

3 New Member
I'm Working on a Role Playing Game in C# Ive been spending a lot of time working on Player input and Game play but I have come to a Halt because I Don't know how to make a Server Application... if that's even how to handle it...

What I seem to be reading is that a database language would be best for what I'm trying to accomplish SQL being the one I've been reading the most about.

What would be the Best way to make a MMORPG?
Oct 12 '08 #1
4 5310
Curtis Rutland
3,256 Recognized Expert Specialist
That's like asking what's the best way to build a car. You would have to break your game up into it's discrete components, and handle each as is fit. So instead of asking how to build a car, you ask how to build a transmission, an engine, a frame, a body, and so forth.

You will very likely need a database, and probably a server application to interface with it, though your client apps could directly access the DB as well.

You need to diagram out your entire game, including what data you plan on storing. Then design database schematics.

For now, this is far too broad of a question.
Oct 12 '08 #2
thisismykindabyte
9 New Member
This is a tricky question, because it depends on how broad of a scope this game is. Do you want hundreds of players to be playing together in one dungeon? I would assume so, as that is the fashion of a true MMORPG. I'm no expert, but I would definitely recommend SQL for something like this, as it was designed to handle many many transactions from clients simultaneously. There have been a few (if not tons of) MMORPGS that have used SQL, so we know it works as a database for MMORPGs.

In that same vein though, as someone has already posted, this is a broad question. I think the best approach is too look at how other game companies have done it and what are the results. For instance, I believe WoW is using SQL, but it's not exactly viable on a dial up connection. I don't know what Guild Wars is using, but I know they are very heavy on their compression schemes for the packets that are sent to clients, meaning players using a 56k modem can still play the game. You may find if you handle all of the data packets personally(personal code) with a UDP to designated-PC-on-internet setup, you may be able to achieve the results you would want with your game on the internet. Really wouldn't recommend UDP for something like this, just giving an example. But point is, there are many ways of getting a certain task done, so you just need to know what it is you want to have, and want to get done, and then use that as a filter for what technologies would fit the bill best.

Not like I know exactly what I'm talking about, just saying....
Oct 12 '08 #3
ShadowPhantom000
3 New Member
I see what you mean by this is a broad question, Though I think my actual question was misinterpreted, My Main question was answered, SQL is probably the way to go. My next question would be how to access the Database? currently Im looking to learn how to Create a Simple game that Conects to a server and plays tag. It dosent need to be complicated. I just need to know how send and Receive to a Server application or Database with C#.

Ive already built a game to in Java... but I dont plan on releasing it, because its Slow and can only play 4 people on a Local Connection. Ive been Learning C# for about a month now and I can already build Single player games... I'm looking to increase speed by Using another Language, and also to learn how to be independent of the LAN Structure used in my Java game.
Oct 15 '08 #4
Curtis Rutland
3,256 Recognized Expert Specialist
Well, we have two articles in our "Howto" section about using databases in your .net program, but if you are going to design a complicated database, I suggest you look into using the DataSet designer to build a typed DataSet.
Oct 15 '08 #5

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