PubNub Newbie Question: Real-Time (not turn-based) Game? [Costs & Development]

Hi everybody, I have a few questions for the community and the PubNub Team refering to how to achieve an idea and the costs of it.

So let’s say we want to make a pong game… each of the two players connects via subscribe method … but, how does each one receives the “enemy” moves? and regarding to costs (and this is a really newbie question I think) if a player moves, each pixel that moves is a message sent to the PubNub cloud? meaning that only a 1vs1 game would be hundreds and hundreds of messages?

Another question regarding to costs: If my pong game is successful with hundreds of players on the game (and with the same thinking that my question before) will be an extraordinary expensive experience for the poor developer (me) ?

Sorry if is too newbie but I’m really considering to take PubNub as the service to make my multiplayer game.

Thank you very much for everything
-Dilip [import]uid: 58067 topic_id: 13352 reply_id: 313352[/import]

Dilip, for you as a single independent developer, PubNub offers a 100% free branded option. Read the details here: http://www.pubnub.com/price#branding

Also consider that the Monthly options are shown in Monthly prices, but do not show Monthly Bandwidth. The first tier has 1 Million messages Daily. This translates to 30 Million messages per month. That is a lot of messages!

http://www.pubnub.com/price - Monthly packages. [import]uid: 27840 topic_id: 13352 reply_id: 49058[/import]

@Stephen

Thanks for the reply, but I also need information about the way that the messages are sent in the Pong example that I’v posted… Or imagine in big scale real-time game, where players see whatever the other players do, or maybe am I understanding the system wrong?

THanks [import]uid: 58067 topic_id: 13352 reply_id: 49139[/import]

@alucardesings

You will optimize message consumption by reducing number of messages are transmitted using several simple patterns. For an MMO game, you will need to GeoHash regions of the MMO World. This way players far apart in the world who are unable to see each other will not waist messages. There are lots of ways to reduce message usage, and each game type will have a different strategy. Part of the fun is finding the optimal message usage. [import]uid: 27840 topic_id: 13352 reply_id: 49255[/import]