Think this is the best forum for this, but feel free to move.
Hi all,
I’m struggling a bit to fully grasp the high level architecture for a game in UE4 (note, project this is for is Multiplayer MOBA). I see code plugins for things like Gamesparks and Gamelift which are scalable infrastructure services, but it seems like Steam also fills that niche, so I have a few questions.
- If you plan to distribute on Steam, do you need services like Gamesparks or does Steam fill all the roles where I no longer need to worry about databases, servers, etc?
- If you don’t distribute on Steam, I’m guessing Gamesparks fills that gap where you distribute it your own way and they fill the infrastructure/server piece?
- If they are all separate and since you don’t get your own Steam APP ID until you’re greenlit, is it smart/possible to use Gamesparks or something in the interim for quick multiplayer testing?
- Finally, in general, what’s the recommended architecture here? Of course, distribution is a different thing entirely which Steam obviously provides, but let’s say I decide not to distribute on Steam, am I going to be working harder in the long run deploying the multiplayer infrastructure on a service like Gamesparks?
Appreciate your help!
Hi there, sorry for the delay in replying your posts!
Univise has made some great points that I’d like to echo.
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While you can make use of Steam’s Matchmaking, Achievements etc… as stated above, it’s probably a good idea to use GameSparks in tandem with, and in some cases in lieu of the features that Steam provides. Cloud Save is just one example (you can retrieve a Cloud Save when you log in with GameSparks) but this also applied to things like Virtual Good Management, Player Messaging, Team/Guild configuration.
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Using both is the best bet here, we fill in a LOT of those gaps but we have a great relationship with Steam, in fact, you can even Authenticate a player using their SteamID. Launching on Steam is a fantastic experience that we hope you pursue!
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Depending on the type of Multiplayer you’re looking for this can be easy or difficult. We do offer Real-Time Multiplayer solutions, but as stated above, if you’re simply testing then this wouldn’t be appropriate. However if your game is more turn-based, then it is very easy to configure Events and Matchmaking to test basic Multiplayer.
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If you’re using a service like GameSparks, you should see it as an extension of your Game Engine. We’re here to make development easier, regardless of where you decide to launch you game on.
If you have any further questions about GameSparks please feel free to hit up our forums https://support.gamesparks.net/support/home or read through our tutorials https://docs2.gamesparks.com/ It’s free to evaluate too!