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Going Multiplayer

A Complete Guide: From Design to Post-release

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

janvier 2026, 218 pages, Anglais
Springer EN
979-8-8688-2030-4

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