PUN & Steam

Hi,

I'm Andrea, from 3GoGames. We are currently working on a project that will be released on Steam.

We are having some problems about matchmaking flow.
Our goal is to create a flow that hides rooms list. Since Photon doesn't provide any group/party matchmaking, or any group/party join function, a player that want to play with a friend should invite him on Steam.

Which is the best way to do this?

We saw that Steam's invite system allow players to create lobbies and we are wondering if we can use those to achieve our goal. Anyone has ever do this before? How can we handle Steam's lobbies and Photon's rooms together?

Thank you for your attention.

Best regards,
Andrea.

Comments

  • I'm also very interested in approaches others have used to accomplish this
  • JohnTube
    JohnTube ✭✭✭✭✭
    Hi,

    There is no need to use Steam lobbies if you are using Photon matchmaking.
    Steam is useful for authentication and friends system.
    As I read the Steamworks docs (read "Matchmaking process flow"), the lobbies in Steam are different from Lobbies in Photon.
    The Steam lobby is like a Photon room before starting the game.
    So you can achieve the same thing using Photon.
  • So would the proper flow be:

    1. Use Steamworks to handle account authentication, achievements, and other tedious things.
    2. Use some third party BaaS for back end data and virtual goods, iap, leaderboards, etc.
    3. Use PUN to handle the lobbies and multiplayer game play (everything after auth, and unrelated to 'data').

    Does that sound about right?