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14 KiB
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342 lines
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14 KiB
Text
Name: David Groves
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Location: London
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Posts: 9
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http://www.poddle.net
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This is a simple list of things that would DRAMATICALLY increase
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the chances of a game becoming a popular online game. Some of these
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things are easier to implement that others, but you will notice the
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most popular games like counterstrike already have most of these
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features. Of course, if you design a really shite game, none of the
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rest of the article is going to be of any use to you whatsoever.
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Good netcode. Good examples, Quakeworld + Qizmo. Low bandwidth,
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consistent, little warpyness, relatively kind on packetloss and
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high latency (which are impossible to deal with), doesn't
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excessively trust the client. Bad examples, Quake3, unplayable on
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ISDN, certain CS versions, trusted the client far too much, making
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for trivial exploits. Trust me game developers, hire Zibbo and
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Perkele (zibbo@udpsoft.com) to sort out your netcode, I doubt you
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will regret it.
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Include a 'competition' mode WITH the game. The best examples of
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this are kteams for Quakeworld, or OSP for Quake3. This allows
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organised teams of people to play easier. Notably CS hasn't done
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this. Perhaps if they did, the competitive scene in it would be
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even larger than it is.
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Multilevel admin support. Administrator privileges on a server
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shouldn't be all or nothing. Almost all games ship with it like
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this at the moment, with the 'rcon' system. I don't want to give
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some people administrator rights to kick idiots, and maybe change
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the map if its a 20v20 map and 4 people are playing, and also give
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them the rights to shutdown the server, and maybe poke around on
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the computer its hosted on (rcon dir in Q3 springs to mind).
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Voicecomms. Integrate voicecomms into your games. That is the
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ONLY way that public servers are going to see voicecomms in use,
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and that is the ONLY way that you will see real teamplay on public
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servers. I'd really like to see a project get going to write a BSD
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licensed bit of code for windows clients, and windows/*nix servers
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that just allows this to be a "bolt on" job for game developers.
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Anyone also interested in doing this, please mail me.
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This also lets you impose things, like stopping dead players
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from talking to players. This is GOOD. Remember the dedicated lamer
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clans will cheat by using an external voicecomms programs anyway,
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but this at least helps.
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Be LAN friendly. Yes, this is mainly you blizzard. Always allow
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people to just type in an IP address to connect to another server.
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Some large lan events VLAN networks into several segments, mainly
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for management reasons, and to limit exploits (accidental, like
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lan clients running DHCP servers, or intentional). Since most "broadcast"
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methods of finding games won't cross these boundaries, just let
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people type in IP addresses or hostnames somewhere please.
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Also, and Tribes2 and Dynamix are being shouted at here, don't
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make assumptions based on the netmask about clients being on LAN or
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the Internet, thanks.
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Be mod friendly. Keep a non-profit EULA if you want, but release
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mod tools for your game. Go the undocumented route if you want.
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Just look at halflife and counterstrike to see the benefits this
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can bring. Well played id software for making this common in the
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first place.
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Cheats. We know it's not possible to make a cheat free game when
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you have to put any trust in the client at all, and we know its not
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possible to make a playable game if you don't put at least some
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trust in the client. But it is possible to make the cheaters life
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harder by releasing constant patches that just make them have to
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work harder with a disassembler to insert the correct hooks, or
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crack the appropriate part of the network code.
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Maybe the right answer to this is a patch a day, with the
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compile run through an object code obfuscator with a different seed
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each day. This does need a good update mechanism though, see
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below, and may well be fatally flawed if the obfuscator is predictable. This combined with normal bugfixing patches that change the code logic should at least make things very difficult though.
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Patches. As mentioned above, if you are going to have frequent
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patches, you need a good auto update mechanism. You also need a good
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non-auto update mechanism. Heres why.
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Without a good auto update system, people won't have the latest
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version, and having to patch up to play deters the casual
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gamer.
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Without a good non-auto update people, it is hard for people
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without internet connectivity, or temporally without internet
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connectivity (ie. at a lan), to update.
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Ideally the auto update mechanism for the clients is just to ask
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them if they want to update, and then for it to just work. It
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should be fast too, so maybe keep deltas from every version to the
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latest version on your update server, rather than patching through
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30 versions to get to the latest.
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Ideally the non-auto update mechanism should be a single patch
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that takes any version to the latest version. It's less of an issue
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if this has to go through every revision to get to it though.
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Server patching. Nobody seems to have done auto-server patching
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yet. Lots of people do auto-client patching. This to me seems
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equally important. See the section on patch security though. Maybe
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with FPS like games you can check for an update at a map change,
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and with other games, maybe have them all shutdown for update at a
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specific time (and broadcast warnings about it before it happens,
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like unix computers being shutdown). Ideally, be like irssi, the
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IRC client (www.irssi.org), and don't need to be shutdown at all,
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(but don't be like irssi and get your configure script trojaned
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:).
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Server browsing. Either do it right, or leave it to someone
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else, don't do a half assed job. A good example of an in game server
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browser is UT. A bad example is Quake3. A good example of leave it
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to someone else is Quakeworld (and the then Quakespy).
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GUID's. Being able to see other players GUID's, (usually a hash
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on the CD key) is important. Particularly if like most FPS games
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you don't have accounts to get names. This lets you see if the
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person you are playing is REALLY the person they claim to be, and
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stops people pretending to be someone else and behaving like a
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lamer to get a bad reputation for that person.
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Secure updates. Please sign your updates in a secure manner. You
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have an excellent method of distributing your key, just put it on
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the CD that the game comes on.
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CD key authentication. This is needed to prevent piracy,
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and thats good. The client --> CD key hash --> server -->
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authserver is the correct approach though. Also, PLEASE make your
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auth servers reliable, nothing pisses people off more than being
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unable to play a game because you or your ISP have ed up. (Hello Blizzard !).
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*nix servers. Don't be like Medal of Honour. Lots of server admins like
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to run *nix servers. Why take a game based on the Q3 engine that
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has a wonderful linux port, and just break it. Please design your
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games so at least the server can run on linux. Ideally have it able
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to run on as much as possible. I'm not sure of the current state of
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cross-compiling, but this seems to be an ideal way to get out other
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platforms too. Imagine a IBM Bigass S/390, or a Sun E15k system running 19247819741 of
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your servers, doesn't that appeal ?
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No backdoors. Just NO backdoors. Bad id software.
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Fix your bugs. A crash bug needs a patch, no matter how rare the
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crash is. Example of unfixed crash bugs in games are Quake1, and
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the teleporter at the start of e4m8 (RJ onto the right hand side of
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it). A blatant exploit bug that allows people to spoil the game
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also needs quick fixing. CnC renegade and the beacon your own base
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even though friendly fire is off if you quit the game after
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dropping the beacon bug, this BADLY needs fixing.
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Listen to the community. Anything the game lets you do shouldn't
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be classed as cheating. I'm thinking mainly counterstrike here. In
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counterstrike, some people decided to make standing on each others
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heads to make a tower of players to boost someone up to a normally
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unaccessible place against the 'local rules'. Imo, if the game
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allows you to do it, it isn't cheating. If this is to be considered
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cheating, the game should be patched to stop it.
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Also, some bugs are GOOD. Remember rocket jumping wasn't planned
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in Quake1, it was an 'incidental feature'. Neither was bunnyhopping
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in Quakeworld. In my opinion both of these add to the game. If
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you ARE going to change something because you don't like it, but
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missed it in QC, do it EARLY. Bad examples of this were the
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removal of bunnyhopping from Counterstrike, and the removal of through
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floors damage in Quake3, both of which should have been done
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FAR earlier than they were (or just plain left alone).
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The same applies to graphics settings. RTCW is a good example of
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the 'right' approach to this, but I don't like the way punkbuster
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and it allow different server operators to declare different
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standards. This leads to situations like in Quakeworld, where
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different countries play different rules, which leads to all kinds
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of problems in international play. This isn't like Amercian
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Baseball, and the designated hitter rule, this is like different
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numbers of players on each teams, totally different maps, and
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differences in your ability to hurt your teammates or not.
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Nothing is wrong with having softcore modes and hardcore modes,
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as long as its clear that the competitive players should be using
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the hardcore mode, and you are only changing the rules between
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modes, not things like the physics or the map layout. ie. this
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shouldn't be vanilla Quake3 and CPMA Quake3, which I would class as
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different (although similar) games.
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Dedicated servers. Please work hard at optimising these so they
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need as little memory and CPU as possible. This will make the
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people that host your servers happy. I really am quite stunned when
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I see the amount of resources say Quake3 consumes compared to
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Quakeworld. I can understand it from the clients and flashy
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graphics point of view, but I'm not sure why they require it on the
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server side too.
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Dedicated server hooks. I would love to see a standard API for
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controlling programs to interface with dedicated servers, to add
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bans, shut them down, change the mode they are running in etc ...
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At the very least, please make your win32 servers simple console
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apps, and not have rubbish wrappers around them to make them look
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pretty (or at least have a runtime flag that gets rid of that
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rubbish). This makes manually hooking into your server far
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easier.
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Also, if you write a *nix dedicated server that needs X, you
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should be shot. (I've forgotten which developer did this).
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Dedicated servers that don't require the game to run. This
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allows ISP's and the like that wouldn't go and buy the game to run
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the server. Halfife GOOD, Quake3 BAD.
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Console. id software introduced the console, and the console
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was good. However, the console should only be a quick way for
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experienced people to operate things. You shouldn't ever need to
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drop to the console for anything. Every single graphics tweak,
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sound tweak or whatever that the game developers consider "legal"
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should be in the menus somewhere, preferably with a tooltip or
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other explanation saying what they do.
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Also, please use the standard console key, and don't need people
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to run the program with some fiddly command line option to get at
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it.
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International keyboard support. This is getting better, but
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Quake1 had a total disregard for it, as did Allegiance (a MS game
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that died due to several bits of mismanagement that reading this
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webpage may have solved).
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Portable settings. A player should be able to save all his
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settings in one file, and be able to load all these settings on
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another computer. He should have to fart about with what settings
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are in the autoexec config, and what are in playername.cfg, and
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what are in the mods directory config.cfg etc ... It should be a
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simple option to "save all my settings".
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Of course some things like mouse drivers affecting sensitivity
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are impossible to deal with, but you should make your best effort
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at this.
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Autodownloading of custom content. Without this custom content
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doesn't get used. It's pretty much as simple as that. Ideally have
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a field that is part of the custom content that is "download
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locations", and have the client fetch (by http or ftp) from these
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locations if possible in preference to fetching directly from the
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server (to save on bandwidth on the server). If this isn't
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possible, have a tuneable parameter as to how much bandwidth the
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server will use for providing custom content to clients (don't have
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it default to something far too low, like Quake3 does).
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Multicast spectator tools. Like HLTV. Ideally actually using
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proper multicasting when the internet in general is up to it. These
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are essential if you want your game to get a good following as a
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'spectator sport', in addition to having people play it. Possibly
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have the viewer for this not require the game, so people can
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download it, watch championship level games, and want to buy the
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game to play it themselves. Like the Tennis effect in the UK
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everytime Wimbledon is on the TV, for the month afterwards, all the
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public courts are full, tennis racquets sell 50% of year round
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sales at this time, and then everyone forgets it till next year.
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Demo recording. It should be easy to record demos from a players
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point of view, of what they did that game, for later playback.
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Ideally, the server should also be able to record server side demos
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of what every player did in the entire game. Please look at
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compressing these demos as tightly as possible, look at the file size differences in .qwd and
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.qwz in Quakeworld/Qizmo for an example of what happens when you
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don't. |