Monthly Archives: June 2016

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Multiplayer changes

The multiplayer code in Imperium has seen a bit of activity lately. A new server has been written to work as the backend server and the old PubNub backend was ditched. Before that I used Photon, but it was a real cluster mess when used from Objective-C, it was quite clear that they did not care one bit about keeping that API up to date. So, an own simple server it was. That server is open source and can be downloaded from GitHub. I will host the backend where Imperium connects to on Digital Ocean.

The main change to the multiplayer code is that previously multiplayer battles were predefined scenarios with a fixed map and fixed units. That meant that there was not too much variation between battles. The new thing is that the player can define own armies which are used in multiplayer battles. These armies are a bit like decks in Clash Royale and similar games. There can be three different armies defined and they can contain any kind of units. When the player starts a multiplayer battle he/she first selects the army to be used and then proceeds to either host a game or join an existing game.

The army selection screen looks like this:

Army selection screen

Army selection screen

Select the current army from the buttons on the left, view the contents of the selected army on the right and then tap Play to continue with the multiplayer setup.

Pressing Edit takes the player to the army editing screen where the contents of the selected army can be changed.

Army editor screen

Army editor screen

When creating an army there are two limitations:

  1. the army can contain a maximum of 20 units
  2. the total cost of the army can be max 1000 credits.

The three buttons on the left select what troop types should be shown on the right side field.  The Standard troops (shown above) are normal infantry and cavalry troops. The Artillery troops contains all artillery units and the Support troops are various smaller support teams such as machine guns, mortars, snipers and flamethrowers.

All units have a cost associated with them. An army can cost 1000 credits. The cost of each unit is shown after the unit name.

All units are available as individual units as well as larger formations. The larger formations all come with a headquarter unit and various other units. The larger formations give price discounts as well as a headquarter as a bonus unit. The contents of each larger formation is shown below the formation name.