I’m back to talk about thoughts on whether we can get project zombie (i.e.: that stupid game with lots stuff running around– that one!) over the network.
Well… the latest game play I’m imagining (or scenario, depending on whether you are conversing about the MMO) is some sort of Tower Defense game, where you are controlling a space ship (that you, the avatar, will have the ability to get inside and control) to battle –insert evil guys to fight–. Latest storyline I’m toying with, is that you are
type of character flying around doing nothing, until you hit this planet with –near-future equivalent tech– and they are battling the GHOST army… a unspeakbly evil magic entity with an army of GHOST…that out of nowhere (actually, in the middle of a city) begins their un-speakbly evil plan to kill kill kill! They must be stopped! (Can you imagine the opening scene; the camera pans to the city center; ominous fog begin to creep-out; shinny lights emanating from it; then undead GHOST army begin rushing out; WTF to do???!!!)
So it’s a mixture of chaos between GHOST (magic), near-future tech, and insane high-tech. Shit blowing up everywhere!
Or if not that…just have simple little RED versu BLUE and you fly around blasting the shit out of everyone.
…
So is it possible to do this as a multiplayer game? I think it is! We do the crowd simulation on the client. We generate the cellular automata map on the server, update the this map occsionally (every second?)…The map controls the behavior of the crowd! To sync the clients crowds we simply have to make sure the seed is the same, and assuming they are then they should be synced! We can also occassionally sync using the server too.
For entities that are not crowd based, we simply track their location on the server, and update each client at a fast rate, to sync. And have the client interpolate the orientation and position. Like a traditional shooter game, for example.

