Hey all. Progress is going forward. I will be working on Part 3 for my Devlog shortly. Although I'm currently debating on how to execute the first MasterHost. The idea of this host is to be a bot to maintain stability by just existing and providing a communal in/out for players. However since MP Plugin doesn't support multi connection I've been thinking of a way around that. Here are my thoughts and input would always be fantastic.
Instance handler
MasterHost with logistics to handle each area(a layout) as a form of internal sub room. This will require creating the same type of logic as the signalling room server.
Pro: A MasterHost can be used to instance large number of players. Similar to how GW2 has zone instances. A MasterHost can be one world instance.
Con: Extra work to create a sub room system and more custom messages.
RoomHandler
This form of MasterHost would require that a host connection would be required per layout or room. This offers the benifit of no additional coding for players going in and out of rooms. no need for extra messaging. however as a room handler each room would be it's own instance and as more players are playing this would bloat up the number of connections.
Pro: Easier to develop, Ashley would be happier I don't bloat the rooms
Con: annoying manager backend
So after that it is safe to assume I will be tackling the multiroom master host rather than just do more prototyping. I will be putting up the first public results in the next few days for everyone to play.
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I was originally going to skip scaling. Primarily because I don't want players to be too small. Also because PathFinder is doesn't scale the speed vertically very well. However I change my mind the other day.
1. I'm going to limit depth. Unlike some adventure games where you can get very small. Players will only depth down to 75% of the base size. So some depth will be provided for the illusion of depth, but not enough to spoil the graphical looks.
2. I'm going probably not use PathFinder in the end, but create a regional node traversal. Pathfinder is nice, but I want more speed in path finding. I have a node pathing demo on my website. I'm going to use the principle, but make the nodes areas.