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The Essential Guide to Creating Multiplayer Games with Godot 4.0

You're reading from   The Essential Guide to Creating Multiplayer Games with Godot 4.0 Harness the power of Godot Engine's GDScript network API to connect players in multiplayer games

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803232614
Length 326 pages
Edition 1st Edition
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Henrique Campos Henrique Campos
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Henrique Campos
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Table of Contents (19) Chapters Close

Preface 1. Part 1:Handshaking and Networking
2. Chapter 1: Setting up a Server FREE CHAPTER 3. Chapter 2: Sending and Receiving Data 4. Chapter 3: Making a Lobby to Gather Players Together 5. Chapter 4: Creating an Online Chat 6. Part 2:Creating Online Multiplayer Mechanics
7. Chapter 5: Making an Online Quiz Game 8. Chapter 6: Building an Online Checkers Game 9. Chapter 7: Developing an Online Pong Game 10. Chapter 8: Creating an Online Co-Op Platformer Prototype 11. Chapter 9: Creating an Online Adventure Prototype 12. Part 3:Optimizing the Online Experience
13. Chapter 10: Debugging and Profiling the Network 14. Chapter 11: Optimizing Data Requests 15. Chapter 12: Implementing Lag Compensation 16. Chapter 13: Caching Data to Decrease Bandwidth 17. Index 18. Other Books You May Enjoy

Handling remote turn shifts

One of the most important aspects of playing a game online is to maintain players’ autonomy and authority over their resources – in this case, their team’s Pieces. Godot Engine offers an interesting system where a SceneTree can structure its nodes’ hierarchies with distinct Multiplayer Authorities.

To set up a node and its children’s Multiplayer Authority, recursively, we can use set_multiplayer_authority() and pass the respective peer’s ID as an argument. In our case, we are going to change the BlackTeam and WhiteTeam nodes’ Multiplayer Authority to match their respective players’ peer IDs.

This will be done by the server, so to keep the application simple, we are going to allow clients and server to share the same script, and we will check which one is running the server instance by using is_multiplayer_authority() on the CheckerBoard. We should only run this logic if the game is running in...

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