Creating a fully multiplayer TicTacToe on Plynd

Intro

This series of posts covers how to create a fully multiplayer TicTacToe game on Plynd. We will obtain at the end a TicTacToe game, synchronized in realtime with Plynd servers.


If you want to know more about Plynd and its mission, you can visit our site.

If you think that TicTacToe is annoying and you’d rather play an exciting game, you can check out Arms Race and play Risk with people from the 5 continents!

Presentation

At the end of this series of posts, you will know everything needed to build a great asynchronous game on Plynd. There are the code sources on github for each of the blog posts.

You can follow them in order, or go directly to the posts that interest you the most:

  1. Setup and publish the skeleton of your application - 5 minutes
  2. Setup the development environment - 5 minutes
  3. Read the game state and display information about the players - 30 minutes
  4. Update the game state with events - 1 hour
  5. Put the update logic server-side - 30 minutes

The first 2 posts explain how the SDK works and how to properly configure it.
The 3rd and 4th post are enough in order to make a TicTacToe game.
The 5th post is more advanced and show how to prevent cheats by using Plynd server functions.

We hope you’ll enjoy this series!
Don’t hesitate to ask all your questions via the comments section or directly to info@plynd.com

Part V: Put the update logic server-side

Overview

This is the 5th and last post of a 5 parts series describing how to create a fully multiplayer TicTacToe game on Plynd:

  1. Setup and publish the skeleton of your application
  2. Setup the development environment
  3. Read the game state and display information about the players
  4. Update the game state with events
  5. Put the update logic server-side (this post)

Don’t hesitate to ask all your questions via the comments section or directly to info@plynd.com

Goal

In this section, we’ll see how to prevent cheats by putting the update logic server-side. For this, we’ll use Plynd abilities, you do not need to set up servers.

At the end of this post, you’ll have the same behavior as at the end of the last section. However, your code will be secure. We’ll start from /parts/part-4-update-game-state obtained at the end of the previous section.

Part IV: Update the game state with events

Overview

This is the 4th post of a 5 parts series describing how to create a fully multiplayer TicTacToe game on Plynd:

  1. Setup and publish the skeleton of your application
  2. Setup the development environment
  3. Read the game state and display information about the players
  4. Update the game state with events (this post)
  5. Put the update logic server-side

Don’t hesitate to ask all your questions via the comments section or directly to info@plynd.com

Goal

In this section, we’ll explain how to update the game state with an event-based approach.

At the end of it, we’ll have a playable version of our TicTacToe game, synchronized in realtime with Plynd servers.

Part III: Read the game state and display information about the players

Overview

This is the 3rd post of a 5 parts series describing how to create a fully multiplayer TicTacToe game on Plynd:

  1. Setup and publish the skeleton of your application
  2. Setup the development environment
  3. Read the game state and display information about the players (this post)
  4. Update the game state with events
  5. Put the update logic server-side

Don’t hesitate to ask all your questions via the comments section or directly to info@plynd.com

Goal

In this section, we’ll explain how Plynd stores the game state, and how to read it in order to display information about the players. We’ll start from this code template and we will obtain this outcome at the end of the section

Part II: Setup the development environment

Overview

This is the 2nd post of a 5 parts series describing how to create a fully multiplayer TicTacToe game on Plynd:

  1. Setup and publish the skeleton of your application
  2. Setup the development environment (this post)
  3. Read the game state and display information about the players
  4. Update the game state with events
  5. Put the update logic server-side

Don’t hesitate to ask all your questions via the comments section or directly to info@plynd.com

Goal

In this post, we’ll see how Plynd loads the Application Page and how to get set up in order to code the TicTacToe application locally.

Part I: Setup and publish the skeleton of your application

Overview

This is the 1st post of a 5 parts series describing how to create a fully multiplayer TicTacToe game on Plynd:

  1. Setup and publish the skeleton of your application (this post)
  2. Setup the development environment
  3. Read the game state and display information about the players
  4. Update the game state with events
  5. Put the update logic server-side

Don’t hesitate to ask all your questions via the comments section or directly to info@plynd.com

Goal

In this post, we’ll see how to set up a Plynd developers account, and how to create the skeleton of your first application.

This should not take more than 5 minutes.

At the end of it, you’ll have a live version of your application, with its own domain, and you’ll be able to invite anybody to it via facebook or email.