Going Multiplayer
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 Who This Book Is For Game developers and system/economy designers working on a multiplayer project (game or experience), be it live-service or not. Networking/coding experience will help but is not essential, as the fundamental relevant concepts are covered in the book.
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Anno edizione:2026
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Lingua:Inglese
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