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

In this chapter, we learned how the Godot Engine High-Level Network API provides quick and easy solutions to assign the correct “owner” of a game object and sync its state across the network. This ensures that players are playing in a shared environment with an actual human opponent on the other side.

We learned how to check whether the current game instance is the multiplayer authority and make it perform the proper behavior accordingly. We also learned how to change the multiplayer authority of a node hierarchy on the SceneTree, ensuring that only a given player can make and sync changes regarding this node and its children. To sync the changes, we used MultiplayerSynchronizer with the Physics mode of Visibility Update to ensure that the physics interactions of the game objects are synced across all network peers.

In the upcoming chapter, we will strengthen our knowledge of online multiplayer games by creating a platformer game that two or more players...