So hello everyone, first and foremost.
For 2 months now, I’ve been working on a game called Warriors for Unreal 4.
We’ve been through ups and downs, been coding and animating like mad over the past few weeks, debated a lot over what we can do with what we currently know and what we realistically can achieve.
For the past couple weeks though, we seemed to have hit a ‘wall’. We’re gonna use either one of these two “architectures” (for lack of a better name):
-Large seamless world (single server I think?), engine displays only what’s within the player’s line of sight to reduce traffic between server/client.
-Map divided into much smaller “zones”, each being a server in its own right. Don’t have to worry about coding the line of sight thing into the client, but lose seamless world functionality.
What’s better? I’m mostly worried cost. I also don’t know if there’s a server large enough to hold, what, at least 5-10k people? I think that might be too expensive. Might be better to just rent a lot of tiny little ones. I’m going to rent a server. We don’t realistically have the money to buy anything.
Also, how complex would it be for the client to receive the data within the player’s line of sight from the server and display it, from a c++ coding standpoint? I mean I have an idea of how I’m going to do it in the server-side, but not how to do it in Unreal. Do I just load the map with the client and tell it to display whatever it receives from the server? It *sounds * somewhat reasonable, at least.
Ideas anyone?
Thanks