Hi there. I’ve started developing a turned-based game for PC. I have some questions about Playfab possibilities.
Does Playfab have a possibility to create a "lobby in lobby"? Let me give you an example: Players connect to the main lobby, that has a map, where user see other users movements on the map, where is a text chat, where is community features like clans/guilds, auction or store( where users can sell items to each other) and another. Users can start the match from the main lobby (max 8 players for one match) and load to the level. After the match, they should return to the main lobby. How to implement that with Playfab Multiplayer? I also want to add a tournaments system, where players would take part in tournaments with clans/guilds. It's a turned-based game, so in the match, each user is using action points and make a move. Opponent players can see only player movements and actions like shooting at the time of player actions. But if it's the turn of an ally, they can see how that ally thinks and makes a move ( probably, I need to use sockets that are using in Playfab Multiplayer 2.0).
Few things about an auction: it's should be always available for users. So when a user started selling an item, the user can exit the game and after returning to the game, the user can see results of selling. For example, some user has bought an item of that user.
1. Multiple lobbies with a possibility of returning back to the main lobby.
2. Clans/guilds system.
3. Chat system in the lobbies to communicate with players.
4. Auction system.
5. Possibility to watch how the players make a turn while playing the match.
I have seen some info from the Playfab website, that contains the next features of Playfab Multiplayer: Party Networking & Chat; Dynamically scale dedicated multiplayer servers; Matchmaking and Groups Help players find new friends and competitors.
Can anybody explain to me what tools can I use to implement that? Thanks.