There are a LOT of veterans of the age of multiuser games at PH. It’d be a shame if we didn’t get together to share what we’ve learned with each other, and especially with those who want to learn from our 30+ years of so-many-mistakes. Recent entries, Pokemon Go clearly shows that there hasn’t been enough sharing, or something … 🙂
So – if your designed/created/operated/nurtured/end-of-life’d/resurrected a multiuser game through it’s lifecycle, please bring a lesson to share. If you are making one anytime soon, come and learn to avoid our pain.
[We should probably keep notes for this one.]
[New this year – I’m not sure if this is an appropriate submission for a Workshop – perhaps it is a BOF (if PH has BOFs)]
What would it be like if a scalable multi-user server for your game/app (including mobile) could be written/deployed in days instead of years?
Elko is the 9th generation multiuser gaming server platform descended directly from the Lucasfilm Habitat distributed object model, and it’s open source. I’m rebuilding Habitat (the original MMO) on top of Elko, which will be announced as an open source project in early November [You’re reading it first!]
One *could* say that I’m the primary programmer of virtual objects for every generation of this server/object model – and I’d love to share it with you all in whatever level of detail you wish. This is a *serious* shortcut in deploying distributed gaming objects. We had a prototype Pokemon-Go-like application (but true multiuser who could interact with each other) in 2012. We wrote the core server objects (including wandering robots) in four days, tested with over 1m simultaneous user connections (thank you AWS!)
Docs are available at the site above.
If this is the wrong format/place for this material, please forgive the bad entry and move this message to the appropriate place. 🙂