Development Blog v0.20.15
Well, been having loads of bad low days so not done much as late, but I have played about with WebSockets and while they are on the cool side, BUT sadly they are not easy implemented to support multiple connections which this game will need.
I am not saying no to a browser-based game, but for now I will be concentrating on doing it as a Desktop Game Client using TCP Sockets, at the start it will be just for Windows (probably Windows 10) and then maybe Linux and Mac.
Most CPU’s support hardware AES so the games network packets will be using Symmetric Encryption.
Well, most of you already know that we lost our server in a fire that occurred in the datacentre that hosted our rack server along with loads of others, sadly our server was destroyed in that fire.
We have acquired a new server much faster than the one before and have installed all new up to date software etc.
Now comes a very long and slow process setting up each section bit at a time.
This is a huge setback due to not having a full backup of all my new code, but not all is lost I still have some proto code here that I could look into and work from that, but I think a complete new fresh version might be the best bet due to I did change ways of doing things.
I am still on the fence whether to have the game as a browser-based game using Unity WebGL which will have to also use WebSockets or do a desktop-based game also using Unity IL2CPP which can use TCP or UDP, I just need to look at the pro and cons of it and their limitations.