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Questions about Lords&Knights MMOG

Started by March 04, 2015 02:06 AM
3 comments, last by Satharis 9 years, 10 months ago

Hi all,

i just have a simple question and i hope someone will be able to answer it: i am playing currectly with Lords&Knights MMOG and i was wondering if anyone may know the main technologies/frameworks used to develop such kinda of games?

Regards,

KS.

Maybe make your question a little bit less vague...

1) Are you interested in what technologies where used for the game you mentioned exactly or just for similar games (technolgies might differ a lot between different games)?

2) MMOG is a very vague genre, and a lot people will not know the game you are talking about, and most probably do not want to google it just to understand your question... what kind of games are we talking about? RPGs? Shooters? Racing games? 2D or 3D? true persistent world games with hundreds of player playing in the same instance (MMO) or just a multiplayer game with tens of players in the same instance, or without a persistent world (not really MASSIVE multiplayer games, but sometimes labelled as MMO for the sake of HYPE)?

3) There are many, many technologies and tools involved in creating ANY game. What do you want to know? Game engine used? How rendering works? How gameplay logic or physics is handled? Networking technologies involved?

Or the tools used to create 3D Objects before importing to the game engine? Tools used to program the logic?

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Ok you ar eright i will try to make myself much more clear :)!

Actually i am interested in the game itself ( to start with) , so for those who don't know it it is a strategy MMOG available for IOS , Android and browsers ( you can find it here http://lordsandknights.com ).

So to answer your questions , i would rather say:

1- yes i am interested to know what technologies may be used for that game for all the layers of its architecture: UI/front and server.

2- the game is based on persistent world ( if i can say that) it is a medieval strategy game which relies on conquering other aliances castles on a simple map which displays castles owned by other players, i hope this is enough information , the site may describe more the game.

3- It is not a 3D game but i am still interested to hear fron you experts to know what may be the technogies that that game can rely on.

Regards

KS

Well, kinda hard to answer... a quick google search doesn't turn up much information, the most helpful one was the german wiki: http://de.wikipedia.org/wiki/Lords_%26_Knights

Lucky for me I understand german quite well, but the information contained in it is not much more than what a player might already know. So besides the faint possibility that somebody on this board might work for Xyrality, or might know someone who does, or has worked on a similar game, you will most probably not find out much information about the ACTUAL technologies used for this specific game.

What I can say is that this game doesn't sound to be relying much on "high tech"... if it is anything like travian, it could be built with practically anything as graphical requeirements are quite low.

Networking will need more attention, as this can get complicated fairly quickly (though with the low data load of a strategy game like travian, it clearly is much easier to pull off than the networking requirements for for example an Online shooter, as does the data layer which takes care of persistence.

The "running on different platforms" part though doesn't need that much tech know-how.... you need a backend infrastructure that can talk to the different devices and can handle their specialities, sure, but in the end this can be dealt with by using a standart transportation method that all devices can understand... xml data over UDP, for example... might be byte streams to make it less easy to intercept and read, and most probably some encryption method is used.

So what you have in the end is this

Client (webbrowser, android, iOs) <--------> network <---------> Server (handles the game logic) <---------> network??? (could be on the same server) <------> Data Layer (most probably databases, could be some kind of Big Data)

If you want more details on how this is usually done, I am sure there are blogs and websites on the internet that can give you the technical details.

Depends on what you're interested in, the client or the server.

Clients for multiplayer games aren't really any different from your standard game, same rendering and toolsets and engines as a single player game.

The server is usually more than just one server depending on the game and the traffic. Something massive like WoW will use clusters of servers that all communicate between each other and certain utility services like a server that does nothing but handle database transactions. Its hard to really know what kind of technology they would be using for the back end without knowing more about the game and the scale of players.

I will say that mobile games are usually pretty simplistic in design and don't usually pit a lot of players together interactively at once so the servers would probably be set up more like web servers, handling a bunch of transaction type messages from different sources at once.

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