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Turn based (Asynchronous) multiplayer support #610
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Some random/general comments from my side (since I've been brainstorming about such a mechanism, too)
Comments on your points
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krist00fer
changed the title
Asynchronous multiplayer support
Turn based (Asynchronous) multiplayer support
Dec 19, 2017
@dgkanatsios I agree with you on the name, let's call it "Turn based" to make everyone understand. Good idea! |
@dgkanatsios many of your other ideas also make sense. Some of them have been processed by my brain before me writing this issue at all, but thanks for challenging me. That's what this is all about, us working together. I'll try to answer your comments one after another here:
Thanks a lot for your feedback. @dgkanatsios is this something you want to give a try? |
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Think chess. Like what is the backend services/functions you would need to implement a multiplayer chess game, where one player makes a move and pass it on to another player through some kind of service. We don't need to implement server side game engine implementation to start with, but rather a set of services/functions to pass "game state" from one player to another.
Example how it could be implemented
Please comment with your ideas
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