You can see the above tables looks simple to make various combinations and assign them to any game server.īut let’s assume out of the 10 level 5 players, six of them are interested in DeathMatch at that point in time and only four players are interested in Capture the Flag Mode. Out of these 200 players, let’s assume we have these following characteristics Making 10 players in each game server with two opposite teams playing a match. Let’s assume we have 200 players logged in at one point in time and we can allocate 5 people in each team. But I’ll explain how we can create logic in OpenMatch to create groups of players and allocate gameserver containers on demand from the Agones system for different groups of players. I am not going to re-code the xonotic game to make it modular. These things needs to be stripped out of the actual game servers and make match-making logic out of the gameservers to enhance player experience. Player levels or experience is not considered to enable ideal matchmaking with similar levels or choice of game mode to create intense game matches.It doesn’t do any kind of matchmaking with teams and those public servers are always sitting idle, less players are engaged in each of those servers. The xonotic executable itself has all the necessary configurations to run own server or join existing public game servers but still it lacks a strong community of players. There are many public servers already in the multiplayer menu in the xonotic game and it doesn’t seem much different than a standalone server. In the above step we only created one game server with a single container and we are the only player in the server. Let’s look at how these two open source tools from Google help us with this. This is what I embraced in games such as Tanki Online, which I used to play years ago and such strategies are followed in latest popular mobile games such Walking War Robots (it has more combinations of parameters though which makes it more interesting). We should also be able to create right teams as players login as quickly as possible and allocate a game servers to those ideal teams. Similarly high experience players will not find game challenging at all which is really important to keep players experience interesting. If your game allocations involve high experience players and low experience players in the same game session it is highly probable low experience players will find the game disadvantaging and will never comeback. Players ranking, experience and weapons are also important parameters. There are different Maps which has its own advantages and disadvantages in each game mode. For example, Deathmatch is where teams win when they make more kills, Capture the Flag is where teams win if they capture more flags. Xonotic has different game modes and almost every massively multiplayer online game would have something similar. Let me explain what I mean by combinations using parameters. I believe this would be the ideal game with minimum parameters (game modes and maps) to create different combinations for game players to create a game session for players in a multiplayer game scenarios. There are various weapons, game modes and maps. Xonotic is an arena style first person shooter game, you can either play in local mode or join any of the community servers to play online. I’ll use an open source game called Xonotic to explain how Agones and OpenMatch can embrace similar kind of games among more players communities. This would enable us to enhance player communities. OpenMatch will help to customise the gaming community experience with match-making, ranking allocations among players and game strategy choice. Here’s how the Google tech addresses these considerations.Īgones Game Server will help to run game servers at scale managing the cost and low latency allocation of game servers as containers in Kubernetes. When running Game Servers, one needs to consider running them at scale, optimising cost and enhancing the experience of players with quickest game server allocation, ease of matchmaking and strong player community. Google, through its initiative, has released two open source frameworks for running gaming platforms at scale in Kubernetes.Īt the Google Cloud Summit Sydney in 2019, the Kasna team demonstrated these two tools to the crowd, and here we share what we created. Kasna cloud engineer Sai Maduri elaborates on a kube demo running Agones and OpenMatch that he built for the Google Cloud Summit Sydney.Īs we all embrace Kubernetes for its extensibility and open source community, now it’s also enabling gaming platforms under its hood.
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