There is significant amounts of server side bits to make this work. But in general terms.
For a turn based game like WWF and DrawSomething, if you wanted to do your own, you would need a web hosting environment that supports a server side scripting language like PHP. Your host would have to provide your some database access (typically MySQL).
From your game you would use network.request() to run the server side scripts that would either get or put data to the database. In addition these type of games also use push notifications to let your opponent know they have a turn to take. That’s a simple overview because you also have to manage logging in and out, passing profile information (avatar, name) as well has managing the game turns. As long as it’s simple and you don’t need constant connections you would be in good shape. Where you can run into problems is in two areas. 1. You don’t have the skills to do the backend work. This is a big project to undertake if you don’t have quite a bit of experience working with PHP and database engines. 2. Most web hosts don’t scale very well if your app takes off. Services like Game Minion provide this service.
The other type of games like a fantasy role playing game where you need live data and your opponents are in the game at the same time require a different setup where you have a high speed message passing service similar to PubNub to get messages to the players as quickly as possible. In my days as a server programmer for a company that did this style game, we found it very important to not trust the players and we kept all the game rules running on a server on our farm. The infrastructure to support this drastically increases the complexity. But it doesn’t sound like this is what you’re looking for.
Rob [import]uid: 199310 topic_id: 33344 reply_id: 132497[/import]