+1 vote

I was thinking about implementing LAN multiplayer into my game. However, I have no experience with multiplayer of any kind. I know I would need a system for creating and joining servers, which isn't a big deal, but I wanted to know how much complexity is going to be added to the development cycle due to having to account for multiple people playing. Will I have to do everything differently, or will my limited experience working with singleplayer games still apply? Thanks in advance for any advice :)

in Engine by (64 points)

+1, because this is exactly what I want to learn. hopefully someone can link some good tutorials. LAN is undervalued and underused by modern games.

I have a little bit of experience doing this, but I am by no means an expert on the topic. Over lockdown I made a card game which had LAN capabilities, so I know a bit how it works.

I found, at least for a turn based game, it didnt add too much complexity compared to what it would be if it was local multiplayer game. The way I worked it was to hold a server to contain almost all information about the game, and sync all variables and call functions between/on clients. It took a bit of experimenting, but once it was set up I didn't find it to take too much extra effort.

If you need it, I can try and help if you have any specific questions, the High-level multiplayer tutorial on the godot docs was the one that helped me the most.

which part of the tutorial is specifically about LAN?

From my knowledge LAN functions the same in godot as other online multiplayer, the only difference being you don't need to set up port forwarding or anything like that on your router

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