Abela Going Multiplayer
1. Auflage 2026
ISBN: 979-8-8688-2031-1
Verlag: APRESS
Format: PDF
Kopierschutz: 1 - PDF Watermark
A Complete Guide: From Design to Post-release
E-Book, Englisch, 218 Seiten
Reihe: Professional and Applied Computing (R0)
ISBN: 979-8-8688-2031-1
Verlag: APRESS
Format: PDF
Kopierschutz: 1 - PDF Watermark
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 , , and , 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 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
Who This Book Is For
Game developers and system/economy designers working on a multiplayer project (game or experience), be it live-service or not. Networking/coding experience will help but is not essential, as the fundamental relevant concepts are covered in the book.
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Weitere Infos & Material
Chapter 1: Why is it so hard to make a multiplayer game?.- Chapter 2: How the internet works.- Chapter 3: Developing a multiplayer game.- Chapter 4: Going global.- Chapter 5: Monetization.- Chapter 6: Optimizing your multiplayer game.- Chapter 7: Common multiplayer features.- Chapter 8: User generated content.




