Multiplayer!

Posted by (twitter: @carlgraves)
April 26th, 2014 9:35 pm

Been working on a bunch of the multiplayer code. Haven’t even started art so I still have very little to show, but got a huge chunk of the really difficult backend stuff working. I’m in no means an expert at this stuff, and this is the first time I’ve dived into multiplayer coding. I’m making a huge mess but learning a whole ton.

I have a simple system where every player acts like the host. It causes problems with syncing as each player can have a slightly different impression of the same scene, which causes update spamming and a lot of jittering. As well because he reports from the client are assumed in good will it’ll never work in an actual product as it would be super easy to just decompile the client and ruin it for everyone else. But the good news is it works well enough for a jam.

The result is that now I have a sort of hacked together multiplayer parkour game it works (sorta) but is just crazy full of bugs right now.

Running the game between 4 different clients

Running the game between 4 different clients

 

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