first thing to remember, the major difference between a Peer-to-Peer and a Server-Client system is not just the speed gained from it being handled by a single system.
The whole idea behind a Server-Client system is that all of the games machines don't have to calculate everysingle detail, for example ... if you just wanted a simple server where you walked around a world and talked to people. The Server's job would to be calculate where everyone is, if they've colided with other players or if they're withing range to know what is going on with the other players. (a pretty basic example)
now as right now my new project is being worked on as if i was actually at work - this means i have the weekend to do other things, so i'll start making a simplistic Server-Client Game for ya'll.
right now a game thats caught my interest in the Mechwarrior Series so i'll base it on this.
THE MOST IMPORTANT FACTOR when creating a Network game of this type, is that you're creating the entire game in a different mannor to how you would for a Single Player Game.
why? becuase to really take advantage of the Clientel code you actually have to make the game itself one large Client which works as if your machine itself is a Server to the game, which in turn is then Served by a Server Games machine.
So from the start we'll be developing the game with it being a Client in mind!
i'll continue with this over at my Site, and i will need Something with Dark Basic Professional to help me test my Alpha's (else i'm stuck making it in DB Enhanced which won't translate unfortunately)
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?