hey im looking into building a little multiplayer text-based RPG where the multiplayer functionality is pretty much just a database with shared data between clients.
Its inspired by those old browser games in the early 2010's
So, although it is a multiplayer game, there is no real time communication between clients i guess.
What I need help with is understanding some do's and don't of these tools. I am worried about cheating and general performance.
The way I understood the documentation, cloud code will be split in C# modules. The clients will open their unity game normally and it will connect to the backend, which is shared between all clients.
About data, both the client and the server will have the same datatypes, i.e. PlayerData, Items, Skills, etc...
Im order to avoid cheaters, i think wherever a player creates an account, a default PlayerData will be created and saved on the cloud. Then, as the player progresses, changes in the data will have to be propagated to the server. Im not thinking in sending the whole player data every time, but just what changes.
That is, a player equipped an item. Send that to the server. Raised an attribute point, send that to the server... And the server will do verifications on the data that's stored there. Has the player have the item its trying to equip? Does the player has attributes to spend?
In short, the server would never trust a client and just use the requests to know what is it that the player wants to do and then send the data for showing it to the player.
Would appreciate any and all insights anyone can give!
Thanks! @stiff elbow