Game Design Document
1. Server Architecture & Networking
Hybrid Cloud Setup:
Use AWS/GCP for scalable backend (player data, business states) + dedicated game servers for low-latency PvP/PvE.
Sharding: Split players into instances (e.g., 50 players per server) to reduce load.
Server Types: Separate matchmaking servers (for jobs/heists), game servers (open world), and database servers (business/player profiles).
Networking Model:
Latency Compensation: Prioritize client-side prediction for driving/shooting.
Bandwidth Optimization: Delta snapshots (only send changes in world state) + compression for vehicle/physics data.
Security: Encrypt player transactions (e.g., business sales) to prevent hacking.
2. Data Management
Player Profiles:
Store business progress, inventory, and reputation in a PostgreSQL database.
Use Redis for caching frequently accessed data (e.g., clan leaderboards).
World State:
Track dynamic events (e.g., "Convoy under attack") in a relational database (PostgreSQL) for complex queries.
Backup & Recovery:
Daily backups of player/business data + rollback system for exploits (e.g., duplicated money).
3. Anti-Cheat & Security
Automated Systems:
Detect speed hacks (movement beyond max vehicle speed), teleportation, or aimbots via server-side validation.
Flag suspicious transactions (e.g., $10M earned in 2 minutes).
Behavioral Analysis:
Machine learning models to identify griefing patterns (e.g., players repeatedly destroying businesses).
Penalties: Shadowban cheaters into “hacker lobbies”.
Performance & Optimization
1. Client-Side
Asset Streaming: Prioritize loading high-detail models for nearby players/vehicles.
LOD (Level of Detail): Reduce polygon counts for distant objects (e.g., buildings, NPCs).
Occlusion Culling: Hide objects behind walls/terrain to save GPU resources.
2. Server-Side
Load Balancing: Auto-scale game servers during peak hours (e.g., weekends).
Player Caps: Limit activities per instance (e.g., 5 heists active per server to prevent lag).
Analytical Systems
1. Player Metrics
Retention: Track daily active users (DAU), session length, and churn rate.
Activity Heatmaps: Identify popular zones (e.g., nightclubs vs. industrial areas) to optimize server resources.
Mission Success Rates: If players fail a heist 80% of the time, tweak difficulty.
2. Economy Balancing
Inflation Control:
Sink mechanics (e.g., high taxes for luxury items, repair costs for destroyed vehicles).
Monitor player wealth distribution: Top 1% shouldn’t own 90% of in-game currency.
Supply/Demand: Adjust prices of scarce resources (e.g., rare car parts) dynamically.
3. Business Simulation
NPC Behavior: Use utility AI for employees (e.g., bartenders prioritize serving VIPs).
Market Simulation: Script fake player transactions to keep the economy alive during low-population hours.
Legal & Compliance
Data Privacy: GDPR/COPPA compliance for player data (age verification, data deletion requests).
Anti-Gambling: Avoid real-money trading; use “virtual tokens” instead of direct currency for casinos.
Moderation: Automatically filter toxic usernames/clan tags + comply with regional laws (e.g., Germany’s Nazi symbolism bans).
Tools & Middleware
Game Engine: Unreal Engine 5.
Analytics: Mixpanel for player behavior, Sentry for crash reporting.
Voice Chat: Vivox or Discord integration for clan communication.
Matchmaking: Epic Online Services (EOS) for cross-platform lobbies.
Testing & QA
1. Playtesting Phases
Alpha: Test core systems (business management, driving) with 500 players.
Beta: Stress-test servers with 10k+ players + gather feedback on progression pacing.
Post-Launch: A/B test new features.
2. Automated Testing
Bots: Simulate 10k players to test server stability.
Regression Tests: Ensure patches don’t break legacy systems (e.g., old missions).
Post-Launch Live Ops
Hotfix Pipeline: Deploy critical patches.
Content Updates: Use blue/green deployment to roll out DLC without downtime.
Community Tools: Public API for fan sites to track clan stats or business leaderboards.
The information presented here is for planning purposes only and does not necessarily represent the final implementation or features.
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