[Phase 6] Multiplayer & Network #9

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opened 2026-09-03 14:13:51 -07:00 by letteka · 0 comments
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Goal: Implement multiplayer support for competitive play.

1. Client-Server Architecture

Choose and implement networking approach:

  • Godot's built-in multiplayer peer connection (recommended)
  • Or custom network library (enet, etc.)
  • Design message synchronization protocol
  • Define authoritative server vs client prediction
  • Implement lag compensation for fairness

2. State Synchronization

Keep game state consistent across players:

  • Sync player positions and rotations
  • Sync projectile states (position, velocity)
  • Sync enemy spawn timers and behaviors
  • Handle desync recovery gracefully
  • Minimize network bandwidth usage

3. Lobby System

Create pre-game infrastructure:

  • Room creation with password option
  • Player list and kick/ban functions
  • Settings configuration sync
  • Matchmaking queue (optional)
  • Spectator mode for watching matches

4. Competitive Features

Implement gameplay-specific networking:

  • Prevent cheating (aimbot, wallhack detection basics)
  • Round-based or continuous match formats
  • Score tracking and leaderboard display
  • Replays recording and playback
  • Anti-cheat measures (server authority on critical events)

5. Performance Optimization

Ensure smooth multiplayer experience:

  • Object pooling for networked entities
  • Predictive movement smoothing
  • Network compression where applicable
  • Graceful degradation when lag occurs

Exit Criteria:

  • Single player and multiplayer modes both functional
  • Synchronized gameplay between clients
  • Lobby system allows room creation/joining
  • Basic anti-cheat measures in place
**Goal:** Implement multiplayer support for competitive play. ### 1. Client-Server Architecture Choose and implement networking approach: - Godot's built-in multiplayer peer connection (recommended) - Or custom network library (enet, etc.) - Design message synchronization protocol - Define authoritative server vs client prediction - Implement lag compensation for fairness ### 2. State Synchronization Keep game state consistent across players: - Sync player positions and rotations - Sync projectile states (position, velocity) - Sync enemy spawn timers and behaviors - Handle desync recovery gracefully - Minimize network bandwidth usage ### 3. Lobby System Create pre-game infrastructure: - Room creation with password option - Player list and kick/ban functions - Settings configuration sync - Matchmaking queue (optional) - Spectator mode for watching matches ### 4. Competitive Features Implement gameplay-specific networking: - Prevent cheating (aimbot, wallhack detection basics) - Round-based or continuous match formats - Score tracking and leaderboard display - Replays recording and playback - Anti-cheat measures (server authority on critical events) ### 5. Performance Optimization Ensure smooth multiplayer experience: - Object pooling for networked entities - Predictive movement smoothing - Network compression where applicable - Graceful degradation when lag occurs ### Exit Criteria: - Single player and multiplayer modes both functional - Synchronized gameplay between clients - Lobby system allows room creation/joining - Basic anti-cheat measures in place
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Reference: letteka/YeetGeese#9