![]() ![]() ![]() I was originally going to link to it in my first post but I decided against it because I have no experience with it. There is at least one solution available on Github under an open source license. The metering only comes in to effect when they actually login and play your game. A user could sign up a million accounts at no additional cost to you. Makes no sense: the Standard plan has unlimited players in Live games. Even if you don't care about it morally a poor experience is probably going to negatively impact the size of your player base. I mean if people are paying a subscription fee or spending real money inside the game there is some onus to deliver a good, outage, free experience. If its a slow paced game where you only need to make periodic updates with little impact of having to retry its much simpler.Īgain a lot of this also comes down to how serious the venture is. If its players actions in a turn based game which includes timers and the like, then its pretty important. One thing to also consider is how the game responds to lag and delivery failure. You don't need targeted attacks either: DDOSing can be super powerful force in online games, for example causing a server to lag to stop people reacting to an attack. If you have 10k active players you will be a target at some stage as you suggest, and I think probably much sooner than you think. These days we are well known so maybe its not so surprising, but even in the early days when we had just a few customers we were getting focused attacks. This is after the built in smarts of AWS. We see minor DDOS attempts in our fintech startup at least every few months, the last was a sustained attack hitting up to 1k packets per second for several hours at a time. It will take longer for IPs that aren't in a juicy target like AWS, but not long. On AWS it takes about 30 seconds from spinning up a public instance until the scanners start hitting you. You can get going in PlayFab or one of the other backend services in hours (if not minutes), but building a solid backend from scratch will be a large piece of work.Ĭlick to expand.Spinning up a server you will see that you start getting IP scans, and automated SSH login attempts almost immediately. * Not to mention you actually have to build your backend. If you get bombarded with some user creating a bunch of accounts you manually go in and delete them. If you are just building a game for your own enjoyment to maybe get a few hundred active players well then the free version of PlayFab is fine. It is all absolutely within the realm of a 'serious hobbyist' to do this, but you will be spending a lot of time on infra work, so if its not something you enjoy then its probably not the best course of action* You will get bombarded with hackers and DDOS attempts if you get any kind of success, so at minimum you will need multiple servers, load balancer, firewalls, monitoring, logging, backups, etc. There's no problem with creating your own server, but if you are actually serious about building a game that has a real player base this isn't a matter of spinning up a private server. ![]()
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