6 Lesson 5: MMoRPG Design
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6.1 MMoRPG Design Considerations
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> Deeper Dive: Testing MMoGs Locally
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> WebSockets Utilized in Multi-Player Games
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> Prevent cheating?
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6.2 “Multi-Players in Multiple Avatars RPGs” (MPMA)
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6.3 Logon Layout
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> “es_mmog_Logon” Dedicated Event Sheet
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6.4 Signalling Group
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> The Signalling Logic Sequence
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> The Signalling Administration & Management
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> “es_mmog_Signalling” Dedicated Event Sheet
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6.5 “es_mmog_HOST” Dedicated Event Sheet
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> “How does it work?”
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> Deeper Dive: “HOST’s” Bandwidth Requirements
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> Precision Guidelines
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> “Authoritative Events”
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> Authoritative Event — Allocate Monsters
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> Authoritative Event — Allocate Treasures
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> Authoritative Event — Character Controls
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> Authoritative Event — Monster AI
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> Peer management
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> Peer management — On Peer Connected
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> Peer management — Defeat Monsters
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> Peer management — Health, Healing, Re-spawning?
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> Peer management — Update Positions & Inputs
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6.6 “es_mmog_PEER” Dedicated Event Sheet
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> “Monster Defeated”
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> “On Peer Created”
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> “Prepare to Send Status”
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> Input States
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6.7 “es_mmog_Common” Dedicated Event Sheet
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> “Message Logging” (Optional)
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> “Animation States” (Optional)
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> “Debug & Trouble Shooting” Reports (Optional)
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6.8 Comparing your code
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