I’m working on a turn based multiplayer strategy game.
I have started to develop a server-client architecture.
My idea is that the main game-state should live on a server and the players should only have access a subset of that data locally (only what they should be able to see.) and the rules of the game should also be enforced on the server.
My current approach is to give all game objects a unique ID property.
So the clients will be able to tell the server something like:
I want to attack unit 352 with attack-ability 799.
Anyone spotting issues with this approach?
Are there better ways of keeping the clients and server in sync?