I'm considering using Love/Hate in my next game, but it's going to use Mirror Networking.
I don't see any Mirror integration packages.
As someone who is fairly familiar with Love/Hate, but still very new to Mirror (and networking in general), is there any advise or suggestions to make it easier on me?
What bits should be run locally or server side?
Mirror Networking?
Re: Mirror Networking?
It depends on the nature of your multiplayer game.
If you want to run Love/Hate locally on each player's client, the Love/Hate Faction Manager and Faction Members can serialize their state to strings, which you can then send to the server when you need to save the player's state.
If you need everything to run on the server, add a Faction Member to each player instance on the server, and report deeds on the server. In this case, you don't need to run Love/Hate on the clients at all.
If you want to run Love/Hate locally on each player's client, the Love/Hate Faction Manager and Faction Members can serialize their state to strings, which you can then send to the server when you need to save the player's state.
If you need everything to run on the server, add a Faction Member to each player instance on the server, and report deeds on the server. In this case, you don't need to run Love/Hate on the clients at all.
Re: Mirror Networking?
Many thanks.
I plan on running Love/Hate on the NPC's too, so I think I'm going to try running it server side.
...
... I'm sure I'll have more questions once I dig in to it more. ;P
I plan on running Love/Hate on the NPC's too, so I think I'm going to try running it server side.
...
... I'm sure I'll have more questions once I dig in to it more. ;P
Re: Mirror Networking?
Sounds good! Glad to help.