Book Image

The Essential Guide to Creating Multiplayer Games with Godot 4.0

By : Henrique Campos
3 (2)
Book Image

The Essential Guide to Creating Multiplayer Games with Godot 4.0

3 (2)
By: Henrique Campos

Overview of this book

The Essential Guide to Creating Multiplayer Games with Godot 4.0 guides you in exploring the built-in network API for online multiplayer games, offering practical knowledge through concrete use cases. Throughout the book, you'll assume the role of a network engineer in a fictional indie game studio, tackling real-world requests from your peers and gaining expertise in adding new network features to the studio's games. Following step-by-step instructions, you’ll go from making your first network handshake to optimizing online gameplay. You’ll learn how to sync players and pass data over the internet as you add online multiplayer features to a top-down shooter adventure game. This book puts you in a fictional game project team where you set up your first online server before advancing to creating an online chat system and transitioning local gameplay to go online. With a focus on implementing multiplayer features, you’ll create shared world adventures and learn optimization techniques to allow more players to join your virtual world. By the end of this book, you’ll have learned how to set up a client-server network, implement remote procedure calls (RPCs), sync node properties remotely, and optimize your games to create smooth online multiplayer experiences.
Table of Contents (19 chapters)
1
Part 1:Handshaking and Networking
6
Part 2:Creating Online Multiplayer Mechanics
12
Part 3:Optimizing the Online Experience

Separating server and client responsibilities

Now that we have players sharing the same world, we need to establish which actions they are responsible for and which actions are part of the server’s responsibility. For instance, if a player shoots on their game instance and their bullet damages an asteroid but this asteroid was already destroyed by another player, what should happen? For this kind of situation, the server is the perfect mediator to prevent instance conflicts.

With all this context in place, players tell all peers, including the server, to update their Player instance according to their actions, but only the server should have the authority to manage the actual impact of these actions in the game world, such as if the player managed to destroy an asteroid or not. In the next section, we are going to understand how players can sync their actions, not only their objects’ properties, across all network-connected peers.

Shooting bullets on all instances...