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

Summary

Throughout this chapter, we saw how we can use RPC methods to pass data around and perform actions on multiple peers of our network. We also understood the core difference between reliable and unreliable data exchange and saw some examples of situations of when to use each one. Due to this core difference in the way we can exchange data between the peers of our network, we also understood that one way may block the other, so we can use channels to prevent that one type of data from getting in the way of another type of data unrelated to that exchange.

By creating an online lobby where players can chat, we saw how to use the @rpc annotation with some of its available options, including the option to allow other peers to make remote calls instead of only the Multiplayer Authority.

In the next chapter, we will use the knowledge we’ve just acquired to build an actual real-time multiplayer experience. We’ll create a multiplayer online quiz where players will...