

For my game, this means I can't have a server that processes commands and confirmations. This makes it impractical for many games. In addition, Photon Cloud servers don't allow custom server logic. Of course, this provides developers easy reliable RPC's but at the cost of lag and high bandwidth.

Photon's binary protocol is very inefficient compared to that of networking solutions like DarkRift. During the holiday sale for Photon+, I became overeager and bought it to find out that it unfortunately wouldn't work for my game.įirstly, it's the large overhead. Further into development, however, I found many pitfalls in Photon Cloud. It's super accessible and provides an out-of-the-box multiplayer game that's incredibly easy to set up. Photon Cloud: Photon is the most popular networking solution on the asset store for good reason. I hope this helps other people in their quest to make their games. This is somewhat of a chronicle of my journey through developing the multiplayer part of my game and the things I've learned on the way about the various tools I've used. In order to reduce bandwidth demand on players, all commands and confirmations will be facilitated by a server which is why I've looked into a host of networking solutions. For a high school project, I'm making a multiplayer lockstep BRTS game that loosely follows the networking framework of Age of Empires and Starcraft 2. Hello community! I'm a hobbiest game developer who has a passion for competitive multiplayer games.
