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how to create an app like uber, pokemon go or any run time location based game
can someone tell me how to create an app like uber, pokemon go or any run time location based game. things i need to know are simple requirements: 1. i want to make a online location based game where we are updated with the information which are near our location every time(like any pokemon is placed in an area and it appears to us if we are near it).
how should be the server created or what are the requirements for it, specially should i use a google cloud platform or amazon web server or any other server.
do i need to create any web page for this multiplayer game for connecting player or does this connections happen with the scripting in the app.
how should be the database of the server. how should i store the location values in the server to show any user that there is a pokemon. should i have any local server to serve the person near that location or only 1 single server to connect millions of people and return them the locations of the pokemons
clearly explain me how the database should be made, something similar to snapchat. so the location of pokemon in the database is erased in the database and a new location is kept after some time.
how should i have connection with friends, like having a group of friends and showing each other how many pokemons they caught. like a facebook connection between them.
please help me with these and ask me anything u didnt understand
Answer by Joe-Censored · Feb 26, 2017 at 01:05 PM
The questions you've asked are so insanely broad, they aren't really practical to answer here. These are highly complex design questions that would be unique to your game's gameplay.
To get you started, here's some info on accessing location services on your clients https://docs.unity3d.com/ScriptReference/LocationService.Start.html https://docs.unity3d.com/ScriptReference/LocationInfo.html
For networking you need to first get a grasp on what your server(s) are actually going to be serving before deciding how you should implement them, and what hosting services to potentially use. There's lots of different networking solutions for Unity, here's the manual for the one built into the editor: https://docs.unity3d.com/Manual/UNet.html
Unity doesn't have a built in server side database solution. You're going to have to figure out your game's database requirements, which it doesn't seem like you have yet, before you could come to a conclusion as which way you would go. If you're completely unfamiliar with how databases work, I'd suggest installing MySQL on your development machine and researching how to connect to it and use it from Unity. After you get a grasp on basics like that you'll be in a better position to ask specific questions people can actually answer in that area.
Good luck
thanks for the reply but can you start with telling what all i should be learning. what should i learn for server implementation (can google firebase be used for both server and backend) and what all things should i be ready with. i mean the topics to learn and get knowledged with
$$anonymous$$y recommendations are a phone location based game like Pokémon will be an enormous project, making it a terrible choice for a beginner. I'd highly recommend putting this project on the back burner and going after far more simple projects that allow you to learn pieces of what you will eventually need for your Pokémon like project. For example, as a first step if you haven't already, complete a single player game from beginning to end and go through the steps of successfully getting it on the various app stores.
As far as your Pokémon project's server implementation you're going to need to figure out what kind of data you are serving and where that data comes from. Are monsters randomly generated in different geo locations by the servers or by the clients? Do the servers need to track the movements of these monsters? Does your game support location based interaction between players, such as when two players get in close proximity it initiates some kind of battle? Do servers manage geo cache like items placed around the world?
Depending on the answers to these questions your server implementation could be as simple as user authentication and score tracking, possibly done by just a single server that doesn't even need a database (just storing everything in memory and dumping to disk periodically), or as complex as managing millions of monsters across thousands of zones, each zone hosted on a separate server instance. That would require highly complex coordination between servers, player handoffs, and a centralized database all servers sync with.
As far as Google Firebase it potentially can work for your project. I'd take a look to see if "Simple Firebase Unity" on the asset store will work with your project, or look for any other assets to use it, before I attempted to implement the REST calls myself.
As far as what topic to learn next to further your Pokémon game, I'd start with networking. Pick a networking implementation for Unity and develop a simple game that uses it by connecting to a server. Go through the process of getting multiple phones to connect to the server and successfully play the game. The game doesn't need to be complex, maybe just kicking a ball back and forth. UNET is built in, so you may want to start with that.