money being the highest motivator. 20 concurrent connections are not enough for me personally. I was hoping to provide at least 2000.
Opensource is the next. It seems a shame to have no opensource project like it, as it seems a very lively subject of game servers.
Currently, the only thing the server does is pass messages from one node to all the rest of the nodes without passing the same information back to the node it came from.
Plugin architecture is at the design phase at the moment. But it will accomplish things like message filtering. Message filtering will simply be a class that extends an abstract class (no name yet because its in design) in the actual server. So plugins will be easy to create. Relatively.
Object distribution at initialisation of client (which has just been added to the list) will also be added. This means that you can send objects to the client when he/she has just connected to the server. This can be great for providing violent filtering, maps of cities…etc.
This feature differs from electorserver’s “room variables” by providing actual objects rather than variables. ElectroServer will not be able to send maps to clients connecting to the server.
The server can be a client to another server. This means that you can have many servers running in the “UK” district and still be able to play in the “Londong” area. This provides an easy and scalable way of monitoring how many clients/what map…etc are in each server by obtaining the information from the master server. I believe this feature doesn’t exist in electoserver at all.
These are just a few “ideas” i have for this project and will be more than happy to obtain some ideas from the community.
Hope that answers your questions.