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Hey @REDACTEDUSER
Let me check in on the MatchMaking stuff -- till then hope this is helpful :)
Hi,
thanks for reply.
If I will publish game on steam 30% of my profit is for steam, rest is my. In this fee are included steam servers, so I dont have to rent any servers, I can use steam servers for free.
Steamworks:
Steamworks is a free suite of tools available to any developer to use in their game or software on Steam. Here is a small sampling of the available features:
- Matchmaking
- Steam Inventory Service
- Anti-cheat technology
- In-game economy with microtransactions
- Management of user-generated content
- Per-User cloud storage Ofc after I release my game I want to support the future of this engine, but using servers is more expensive.
Got it -- and to your initial post mentioning the following:
I'm not sure but matchmaking is actually multiplayer.
So in this context, matchmaking is a process that connects players to a server, so matchmaking wouldn't technically be multiplayer, the server that it's pointing to would process the multiplayer aspect of it. In this scenario, server would need to be your own hardware or AWS Servers. Hope this helps :D
Thumbs up! Keep us posted on what you decide to do. I'm super curious to know as it helps us understand the customer needs :P Like you said, servers are more expensive. That's helpful insight already ~ Till then, Cheers!
Hi, so I have already made my decision. Amazon Lumberyard is great engine, after all updates that makes Lumberyard's team. But I'm single indie developer, so I don't have a lot money and I can't afford Amazon's game servers.
Thanks for your time and I wish you best with this engine :)
Hi, so what's your alternative solution? Steamworks doesn't rent dedicated servers. Or is your game P2P only? We're in the same boat, that's why I'm asking. :)
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