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Question by askull100 · May 02, 2016 at 06:41 PM · c#androidunity 5networkingiphone

[Networking Related] Should I use Unity as a client for mini-games, or should I use a web-based solution?

I'm building a turn-based rpg that players control using their smartphones. I know I want a computer/console to host a program, and players control that program from their phones. However, in order to attack, I plan on having players play some minigames to determine their attack's effectiveness.

I currently have two options lined up:

1) I could develop a client players download onto their phone, and this client would be able to host nicer looking, potentially smoother mini-games.

2) I could (basing this off of the way Fibbage handles smartphone-controlled games) make a web-page that runs less complex mini-games.

The biggest pro to using a web-page would be that every phone can now play the game, since every phone has a web-browser. I also heard someone saying that Unity no longer builds for Blackberry, which is potentially more limiting.

In short, I could use some advice on the pros and cons of both solutions, and how I might go about achieving them (if I chose client then I need to make it more accessible, but if I choose web then I need to make it look and play nicer).

I should also mention that I am very new to networking in general. If I go with the Unity client, then networking is made easier since Unity supports the kind of networking I'm looking for by default. I'm not even sure how I would go about building a server for a web-based solution.

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