its probably a good idea to lay out the parameters of the game first, like i said this first project is only a learning experience, its not going to be an actual game, but still.
lets say its a top down view rpg with a turn based battle system akin to an old snes rpg, but you can play online
so what i need is a client and a server, the server needs to keep track of player position, detect a collision when they run into a wall or other player (maybe running into walls should be handled clientside?), and initiate chat between the players and eventually initiate a turn based battle
at the end of the day its just a string of data that you parse clientside
from what i understand of server communication in general
i just dont know a) what the standard practice language to use when building a server b) how the basic structure would look like for a simple game like ive described
Meh... I still don't have a need even if I did care to figure it out
I get my music on Spotify, I have a long Netflix queue, Steam for games, and between OSS and Microsoft giving me free stuff I really don't need any software
so i guess its worth asking: should i just look into finding an open source game engine and working with that, or is it worth building your own engine when learning?
@JMRboosties, There are varying degrees of game engines. I'd suggest something like XNA or the equivalent. It handles all the low-level stuff for you, and lets you focus on the actual features you wish to work with.
In my game I've made the networking, physics and all the game specific features myself, but XNA handles loading/unloading assets, game loop and so on.
@Gajet Looks like points for one answer I posted yesterday were capped at 200. (Which kind of stuns me; I wasn't expecting anything like that many votes). Then I got 15 more points for a different (old) answer being accepted.
So the 200-per-day point limit appears to be per-answer.