Book Image

Flash Multiplayer Virtual Worlds

Book Image

Flash Multiplayer Virtual Worlds

Overview of this book

Flash virtual worlds are some of the most exciting—and profitable—online business being built today. Using Flash, developers can build interactive environments where users can interact with the virtual world and one another, compete, and have fun. Creating a playful environment on an electronic network presents unique challenges as you combine a fun, upbeat frontend with some serious and complex server logic. This handy book assists you in building amazing virtual worlds in no time by implementing ActionScripts in a Flash IDE. With this book in hand, you will build virtual worlds that have avatars walking around and interacting with non playing characters, completing challenging quests, and allowing users to link with real-world friends. The fun begins with first exploring existing virtual world games such as Club Penguin, Mole, Dofus, and World of Warcraft. We will then design our virtual environment. Then we will create avatars and move the avatars in the virtual world. We will add some triggers to add amusement and life to the virtual world. We will allow the avatars to interact with other players and create a buddy list for each user. Then we will integrate buildings and other environment to the virtual world. We will also let the players interact with non-player characters to complete some tasks. Finally, we move on to add interesting quests to the virtual world, which need to be accomplished by the player to gear up to the next level of the game. This example-rich, hands-on guide sequentially develops a multiplayer virtual world—the platform, the environment, quests, avatars, non-playing characters, and interaction between them.
Table of Contents (18 chapters)
Flash Multiplayer Virtual Worlds
Credits
About the Author
About the Reviewers
Preface

Socket server


Socket server for virtual world is an event-driven server application that handles clients' connections and manages the communication between clients.

When a user starts up and connects to the virtual world, the machine that the user uses is a client. The place where the client machine connects to is the server. The server can be one single powerful computer or a cluster of networked computers interconnected within a high-speed local network. The purpose of the socket server is to manage all client's connections and provide centralized logic and control to clients. It may also respond to provide and store persistent information for the virtual world such as user profiles or world state.

Unlike developing an offline single player game where all logic and data are placed in a SWF file, logic and data are distributed into different places in a virtual world.

Most critical game logic, such as business logic that handles virtual money transaction, is located in the server to enhance the security. The server is also responsible to handle all users' actions and behavior, and provides each user the information they need.

On the other hand, clients are in-charge to display the virtual world according to the client-side data and latest data that updates from server-side. Client-side data includes terrain, map, UI, and basic logic.

For example, imagine that there is a player standing in front of a fountain and you can see him in the virtual world. It is the client that renders the fountain sight according to your current position. And the client gets an updated message from the server that there is another player standing in front of the fountain and renders this player. The clients also gets the appearance of that player from the server in order to render it.