# what parts of the game would you put on the server and what parts on the client?
I've built a single player game which pretty much works the way I want it to - you can move around a world, enter houses and other new zones and when you do the new zone is loaded and replaces your old BUT:
I make the 'camera' follow my character using the following method:
When you are about to move outside the screen (well the center of it) - I instead move every other object in the opposite direction that you try and move - so it looks like the character is moving but instead it is actually everything else moving. This does not feel like a very good solution to me, and especially not if I want to turn this into a multi player game. What other solutions are there for this? How would you solve this?
I'm a noob too, but I'll try and give a bit of an answer.
To know what the server must do and what the client must do depends on how secure you want your game to be. If you let the client compute a lot of things and make the server become just a multiplexer, then somebody can hack your client and send false information and the server will probably not notice.
So, generally, the server has to at least double check information sent by the clients. If you're going for something simple, the clients can just send inputs to the server which will then process them and make a character move or whatever.
For your problem : make your character move only. If you want him in the middle of the screen, just make the client move his view port accordingly to his character.