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Teams system #10

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arthuro555 opened this issue Aug 3, 2022 · 3 comments
Open

Teams system #10

arthuro555 opened this issue Aug 3, 2022 · 3 comments
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✨ Feature New feature or request
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@arthuro555
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Often, games will separate players in groups or teams: Red vs Blue vs Yellow vs Purple, Crewmates vs Imposters, 3 vs 3...
Or generally, you may want to have multiple groups of users depicting different access levels: Members, Moderators, Administrators...

In those kinds of cases, it can be useful to give to give players of such a team messages intended only for them. Therefore, THNK could have a Teams system where:

  • A player can be added or removed from a group by the server
  • Both server and client can check if the currently picked player is in a specific team
  • The server can set a State variable shared with the whole team (and not players outside the team)
  • The server has an action to randomly create teams of players
@arthuro555 arthuro555 added this to the THNK Release milestone Aug 3, 2022
@arthuro555 arthuro555 added the ✨ Feature New feature or request label Aug 6, 2022
@Keevle
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Keevle commented Aug 9, 2022

instead of only teams from a game perspective,a way to send private updates to users in the same Group would also be great,Say for instance you're inb the starting zone the users "Area" is "Starting zoone" when syncing data any data within the starting zone woulld get the update and if two other users are in "Turorial zone 1" they wont get any updates

@arthuro555
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My idea was to use scenes for that: Ultimately, I want to make a build type based on cloud-gdjs that runs multiple instances of multiple scenes in parallel, for MMOs for example.
And when I say in parallel, I mean truly so: each scene would be running in its own independent sub-process, not all updating at once and hogging up the server's resources. This would be really cool as it wouldn't eat up too much server resources, and if we can run multiple instances of multiple scenes in isolation already, we can split up all of those instances across multiple servers for horizontal scaling relatively simply B)

@Keevle
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Keevle commented Aug 9, 2022

Yea but scenes arent seamless,that's cool for certain types of games but it would help the expirence for certain games if the user did not need to switch scenes while still only getting relevant data

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