Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Multiplayer FPS Tutorial DemoNewsBad news about Networking
Community

Bad news about Networking

Multiplayer FPS Tutorial Demo · published 17 Aug 2017, 18:41 UTC

All newsPlayers around this dateRead on Steam

It was with some discontent that today I checked the results after testing the Steam P2P networking approach.
For those who don't know what this was, it's basically how the game would play out in terms of networking, all data (player movements, shootings, etc) would be exchanged through Steam servers, player to player (peer-to-peer).

So, the news. At first I was head first, implemented the full FPS controllers, shooting and all that and tested how movement, shooting, look-around would be sent through the internet to connected players. It didn't go well. The movements were very jerky and delayed but I decided to scale it down.

After that fail, I scaled down to a 2D test. A cube, with X,Y movement and have it send ONLY that information. It didn't go well either. I would move the cube in one pc, and the other pc didn't receive anything, but passing some time (around 20-30seconds) there was a bit of movement but, again, jerky and (super) delayed.

I guess this was expected, as Steam doesn't want full games relying on their servers, but at least I had to try.

So, this leaves two options which I will think over and over, do yet some more testing to see if I can go around some things.

Option #1: Give up. It's hard, not only for me, that I have a 10 page document with lots of information about what would be this game, and the amount of assets I produced and gathered, but for the people that supported me, with feedback and kind words.

Option #2: Go with Listen Servers. For those that don't know, Listen Servers is a way of saying Dedicated Servers that are player hosted. This is an approach used for example by CoD games (remmember Host Migration?) and it's actually a good approach, but with a down side : Port Forwarding.
If you want others to join your server/game, you would need to Port Forward which is a thing that some people either don't know how to do, or can't because ISP's block that functionality in the routers. With this method, those people wouldn't be allowed to play the game with their friends or other people from around the world, and that's also hard for me to do. I've had that problem with AffordaGolf and it was not pleasant.

These are the options, of course, giving up is easier, but I'm still not sold on that. I'll continue testing, and I'll research on NAT punchthrough. NAT Punchthrough can be the key to make this game playable for everyone. It makes auto-portfowarding as easy as pressing a button.

I want to say again, I'm sorry to those who supported and believed in this project, I will keep you updated.

More from Multiplayer FPS Tutorial Demo

Other announcements

All news
Game update23 Sep 2017Big Update now Live!Hey everyone!! New update is now live! Change log: - New Map (not too pretty, but ... it's something :P ) - Steam Matchmaking - Auto-Portforward (UPnP) - New weapons - New weapon sounds This is still far away from being called a "game" but I have very little time to work on this more than I already do, sorry. Hope you can have some fun with your friends ;) P.S: UPnP should work with around 90%…Community21 Sep 2017Devlog UpdateHey, today I had some free time again and I added new weapon sounds for all new weapons, change the recoil a little bit and implemented the NAT punchthrough system that will auto-portforward routers so that everyone can play with everyone. Only thing left is the map which I have started but I still haven't finished. Thanks for the feedback and support ;)Community18 Sep 2017Devlog UpdateHey everyone. Sorry for the huge stop of updates in the last days but I've got a lot going on at the moment and the free time is kind of short. Anyway, today I managed to put 1 hour into the development and finally added new weapons to the game: - MP5K - Glock - G3A3 - Short Barrel Shotgun - Long Barrel Shotgun - Mac-10 Steam matchmaking is also done and working 100%. Final thing will be to cre…