About Photon Services and Our Game-in-Development

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Hello, I have a few questions about Photon services.

*Can we take our game, which is currently developed as Photon plugin and running on our own dedicated server, into Photon Realtime and benefit from Photon Cloud? We wrote the project as a plugin and we use custom code on the server. But we don't want to rent different servers in each country. So can we simply use photon cloud and photon realtime ? *Can we develop our own custom server-based game in Photon Realtime and write server logics as we want? *We have a mobile game writing project similar to Football Rivals. There are teams and leagues in this game. Each team has 11 players and there’s attacking the opponent. It is not a football game, there is no action on the client side. There are no 3D visuals. In 2D, we show who is ahead in attacks and who is not. There will be features such as the league system, cups, live matches, chat, team matches, bot teams, improving the player's character. Protection against cheating is very important. Which Photon product would you recommend we use for this Football Rivals-similar game?

Answers

  • Kaiserludi
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    Hi @erenkkgames.


    Photon Public Cloud and Photon premium Cloud don't support custom server plugins.

    You would have to use Photon Enterprise Cloud for that.

    Aside from that, assuming that you run Realtime /LoadBalancing (the default app) on your custom server and it runs on Photon Server 5, yes, you can easily switch: just use the appID from your Photon dashboard in the Client and remove your server-address and let it instead connect to the default address and you should be done.

    If you are still using Photon Server 4, then you have to additionally also tell the client that the address that it initially connects to is a server of server type name server and not of type master server. For specifics on how to do that we would need to know the programming language of the Client SDK that you are using.

  • erenkkgames
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    Hello and thank you for your answer. Our custom server logic is currently written in C# and we have developed the game as a plugin in Photon. But we run it on a dedicated server and we do not use a cloud system. We do not want to rent separate dedicated servers for users in Asia, Europe and America. That's why we would like to switch to the Photon Cloud structure. But as far as we understand, Custom Server Code can only be valid with Photon Enterprise Cloud. As far as we understand from the documents and mail, there is no other solution. Here I would like to ask the following questions:


    1) If we switch to Photon Enterprise Cloud, can we benefit completely from the cloud system? Can players in Asia, America and Europe enter our game through the servers in that region? Don't we need to think about location anymore?

    2) How exactly is Unlimited CCU, Unlimited Title? You say you are giving 10 servers. So when we switch to this system, do we no longer think about CCU location and server traffic? Is there an upper limit?

    3) We don't know if our game will be a hit or not. We are a small team. In this case, how can we benefit from the Startup campaign? As far as we understand, there is no CCU-based Enterprise Cloud package.

    4) We write server logic in C#. We do not master entity programming. We've seen issues related to this in some documents. As we know, we will probably be able to continue developing with C#.


    I will be very happy if you answer these questions.

  • Tobias
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    1) The Enterprise Cloud is setup to your specifications at the cost of at least running a dedicated machine per region. It is dedicated. We manage it and the cost is per machine you need / want. You can not take advantage of the Public Cloud.

    2) Unlimited CCU is "as many CCUs as the servers you book will run". In this case, the subscription does not limit the CCUs. The hardware setup for you still does. Traffic also still has a price if you go over the quota.

    3) That is a question for the business side of the team. Via mail.

    4) C# is usually capable of running quite efficiently. Profile your logic and you should be able to avoid pitfalls.