Game Development Reference
In-Depth Information
Even though the first option seems simpler, it is not commonly adopted. There are
two reasons why the second option is more practical and preferred. One technical
reason is that sometimes there is a chance that there is a stale server session after
a client crash, so the second login forces a cleanup of these stale sessions. If such a
problem is present in a deployment, it should be fixed by the developer. But a more
legitimate reason for opting for option two is the user behavior—a player may leave
the computer without logging out of the game and may then choose to log in to
the game from another place. When the player attempts to log in, the first logged-
in client will be disconnected and the player can play from the other computer. A
similar situation may arise even within the same computer when the user opens
another browser window or tab and initiates a fresh login.
Guest logins
Guest logins are great for new players to try out without having to go through the
extensive registration process. It provides an opportunity for them to explore your
game very quickly.
Guests are special; they are let into the game without a login. But ultimately,
and depending on the game, you would want them to register, especially for a
multiplayer game. What sets multiplayer games apart from single player games
is that the players are part of a community, which means that identity becomes an
important aspect to players.
Players who log in as guests are restricted players in many ways; for one thing,
they are seen as guests to other players, meaning they don't have a unique identity.
Most often their data is not saved to the database, meaning that their high score or
experience are not kept track by the server. These restrictions encourages a guest
player to sign up and be an active member of your community while giving them
an opportunity to experience your online game.
Summary
In this chapter, we got our feet wet exploring the Hello World sample. We learned
how to set up the project in Flash Builder 4 and the project directory structure. We
also learned how to create a game schema and how we can set up the code generator.
Now we also have a handle on all the screens required for the game and how
PulseUI manages it for us. Finally, we have made the first contact with the server
and logged in the client.
 
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