Replies: 4 comments
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This would have to be beyond basic. Even stuff like variable conditions would not work because the client never knows its own or global variables values. The silhouette thing should be custom coded, or if it were it could be more efficient graphically and you could do actual reflections. Instancing will help with solo cutscenes and such. Regardless I totally see the appeal of this, but it's not something I would tackle. The work required does not justify the benefits in my opinion. |
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I wouldn't personally move values such as NPCs nor Events to the client side, they could easily be exploited that way on some games, trusting the client that much isn't particularly safe. Having instances within the game doesn't means that everything happening there will not be checked by the server, that wouldn't be safe at all either. It may be helpful for things such as "cutscenes", YES. but then this is currently not a feature with all its words, and its probably too niche, or probably not? not up to me 😆 !
I would (and i actually did) move few values that don't really need to be checked in the server side all the time, like the number of walking frames, among with other minor things that are only intended to be a graphical thing only to be seen in the local client side and could in no way lead to any form of exploit in the server side. In this one example, if an individual came over to change the speed or number of walking frames, they would simply see them behaving differently on their side, and would have no real outcome in the server, thus, what others see.
Regarding to this one, there's few guides around on how to do this with any monogame related game project, it can't be an impossible thing, i saw an intersect project on forums where they generate a sort of "shadow" behind their sprites. |
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Obviously, it is not delegating these events to the client, it is creating new types of events with their own logic but reusing much of the work already done, in the case of npcs it would be a new type of npc completely separate from the existing ones and with very functions. limited as I said, an npc with a dialog would be something very basic but hahaha this is just an idea that will probably never be implemented officially. |
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Just an extra idea for something that kinda fits in on this: Sound attributes could be written up somewhere to the client side instead, there's no way that something like this could be exploited if it's just sounds related stuff it may help up the server to breath up a little bit from sending such data. |
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Is your feature request related to a problem? Please describe.
I do not know whether to mention this as a problem but currently it is known by all that the current event system is useful only for certain processes where they do not need to execute extensive logic due to this some of the devs were talking about a possible functionality that can be used to take advantage of what has been done with some types of events.
Describe the solution you'd like
The idea that has emerged is to have events that work in a client context side, there are certain processes that do not need verification by the server and that can easily be delegated only to the client.
And taking into account all of the above and respecting the community's creed that suggestions or PR for general things and not specific to a type of game, I want to mention some basic use cases:
Additional context
Obviously this is just an idea that I would like to comment on here and see what the others involved in the project think, another point to take into account is that the number of events that would be added to this "modality" would be limited but taking advantage of the conditionals and other control elements that make events a good tool these days.
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