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

Introducing Godot’s Debugger

The Debugger is a developer’s best friend. Most of the work we do doesn’t have anything to do with creating and implementing features; instead, it has everything to do with assessing potential problems these implementations cause and fixing them. The Debugger dock is where Godot Engine talks to us, showing errors, warnings, resource consumption, object count, and more. So, we should listen carefully and properly address the issues and data it shows us. We can even ask it to track custom data, as we are going to see in the Using the Monitors tab section.

If you have been developing games with Godot Engine for enough time to run into errors, you have probably stumbled on the Debugger dock more than you’d like to, right? In this section, we will go in-depth to understand how to turn it into our best friend and actually wish it pops up. Let’s start by understanding each of its tabs, how to read them, and what to expect...