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Original post by Anonymous Poster
wouldnt it be possible to make a twitch style game that just responds in a slower manner? I mean, people are constantly saying you cannot do it because of lag - but look at counter strike and other games. They are fairly twitch based. You move around and click a bunch. Lets say you have a ping of 200ms. Then your updates will be sent every 100 ms to the server. That will give you several clicks that are possible each second. For a standard punch (aka knife attack in CS) this should be possible cosidering that CS even uses TCP. The problem arises when you introduce combos. Youobviously have two choices:
A) gather clicks on client side then send out "i did a combo"
B) gather click on server then send out "player did a combo"
Both obviously have thier pros and cons (if it would even be possible). The obvious flaw seems to be: in order to do a combo you must collect several peices of data in a very short amount of time and then conclude that combo is done (while determining that a basic move has not been done). This to me seems the real problem to me because of the introduced lag (er waiting) and determining if the combo was executed. Twitch play isnt the problem, twitch play with chained moves to determine combos is the real problem. With the MMO setup I would say you could not get basic twitch play (no combos). You would probably be able to pull it off with 20 or less clients.
I would like to hear other peoples ideas for doing combos in fast paced games, ive always thought this would be a cool thing to play. As for the OP, Im pretty sure you were asking about reatime, because if it was not realtime the problem is easy - send all the packets time stamped, wait a little bit, reformulate them serverside, then conclude if there was a combo.
I REALLY would like to send the "I did a combo" command right from the client, but naturally I would run into the issue of hacked clients sending combo after combo.