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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