@ Pagyra: Uhm. We're going to make a more modular, user friendly and feature rich CS2D. This includes things such as multiple ground levels, vehicles, modular weapons, shooting through objects and for web developers a full OAuth 2.0 API. We haven't even discussed the backlog yet, we don't even know all of the features that are going into the game. That's something we're going to be discussing today.
Of course we want to create a better game with more features. That's the whole point!
I'd prefer it if you start asking questions instead of making assumptions.
@ kerker: How these services work is: Hiding the actual webserver behind the domain name and routing the traffic through a protection and cache system, filtering and reducing requests to the original server. The actual server is still 100% vulnerable if you know the IP.
This approach - which also only mitigates attacks up to a certain limit - requires a big, powerful and expensive server infrastructure. So it's clearly not a feature you could simply add to a game.
Moreover this approach is designed for websites. Even worse: It works best with static websites. The caching part is rather useless for games. Only filtering would help. But at the cost that you have to route all traffic through that big ass server network which increases all player pings.
tl;dr: yes, seriously. There's no anti-DDoS "feature". You would need a powerful network, one which is more powerful than the botnets attacking you. Not achievable for a free game + it would have serious downsides (higher pings)
You guys might want to consent a final list of team members with DC before setting out for development otherwise there's going to be multiple versions of cs2d releases by all these teams here.
Edit: But Play2D wouldn't actually be CS2D, the idea said here was to make a new CS2D and that DC would change the download link to the new one.
Hador, What structure do you organize to implement modularity and multi-user connection to the server? How many players will be able to connect to your server? What features do you plan to implement in your game?
As i can see there is no team and no project at this moment, just some users who want to talk a lot but cant to do any things, because they do not have even worked in detail ideas.
Even so in cuts form as Template Mod I had to spend a lot of time in order to able to realize small part of all features which we conceived at start point.
It has been rewritten four times (especially after code leak), development of this mod lasts for more than 2 years (especially because there are many DC's errors in original game code, memory leaks and many limits), but anyway KINGGOLDrus and SDKey trying to help me with it, and we still catch bugs and optimize it. Not so long ago, we implemented physics engine, but now we found error synchronizing data over network and working on it.
I can share realtime or video review of the current state of my mod, even more than this - Gaios and Masea can test it with me.
In connection with all of text above, and my rich past development of games and their mods, I can say that this empty correspondence in that forum will give nothing, and your trying to make a game that is "similar" to cs2d also did not give anything. So if you want to make game it should be in tens times more capabilities and features than it has at any analogue of cs2d.
@ Pagyra: It's one thing when the team only plans to remake the game, and the other - when they do it really, although the idea is really good.
I also don't see a change log, team members, and others.We don't know something about this project, just know it existence.
Edit:
@ Masea: UnrealSoftware - It's a place where everyone can share their creativity.Even if the Gaios's mod will be released sooner, no one will give you no guarantee that yours mod no one will be interested. Maybe it will lose the uniqueness, but the quality - not.