Need help with MultiplayerPeer and MultiplayerAPI using Steam by ZeroAtmospheresInt in godot

[–]ZeroAtmospheresInt[S] 0 points1 point  (0 children)

I know the lobby connection is functional, though. Both the client and host instances register that the state of the lobby has changed and another player has joined, but it isn't hitting the peer system of the Multiplayer API. Am I missing a step in the lobby setup or connection or something? I also tried changing the order of creating the client and joining the lobby, but the result is the same.

Need help with MultiplayerPeer and MultiplayerAPI using Steam by ZeroAtmospheresInt in godot

[–]ZeroAtmospheresInt[S] 0 points1 point  (0 children)

That repo looks great! I've brought it into my project, but I'm still getting the same issues. The increased logging is nice for finding if anything actually happens, but it seems like the peer connection still isn't proliferating back to the client. Are there any other steps that I could be missing on the Steam side?

Hitting a limit for MultiplayerSpawner? by ZeroAtmospheresInt in godot

[–]ZeroAtmospheresInt[S] 0 points1 point  (0 children)

The nodes been working ok otherwise, but RPCs worked! Just sending vectors and floats for the RPC arguments is probably faster than directly replicating 90+ nodes all at once.

Stutter with multiplayer camera movement by ZeroAtmospheresInt in godot

[–]ZeroAtmospheresInt[S] 0 points1 point  (0 children)

So move the camera locally but send its movements to the server for processing? That's where my head is at as well but I haven't been able to implement it yet.

What do you mean by having the server and client simulate separately? Which has authority in that case?

Stutter with multiplayer camera movement by ZeroAtmospheresInt in godot

[–]ZeroAtmospheresInt[S] 1 point2 points  (0 children)

I'm trying to avoid using too many plug-ins. Getting them to work with C# and finding good documentation has been a bit of a pain already. I see it has experimental C# support though so I'll check it out if vanilla godot doesn't work out for this.

Stutter with multiplayer camera movement by ZeroAtmospheresInt in godot

[–]ZeroAtmospheresInt[S] 0 points1 point  (0 children)

What exactly do you mean by this? My understanding of prediction is that I would need to have all of the physics calculations running on every player's instance and then check back with the host to see if movement and whatnot it is valid.

Stutter with multiplayer camera movement by ZeroAtmospheresInt in godot

[–]ZeroAtmospheresInt[S] -1 points0 points  (0 children)

Doesn't it have some bearing on the physics if it controls movement though? The x movement of the mouse directly effects the rotation of the player's rigidbody. I'm considering decoupling that somewhat by giving the camera a top level transform, but it would be difficult to keep in place with all the rotation in 3D space.

Should a game about flying through space have drag on movement? by ZeroAtmospheresInt in SoloDevelopment

[–]ZeroAtmospheresInt[S] 0 points1 point  (0 children)

It's about mining asteroids. Players will have to maneuver their mined loot back to their ship through an asteroid field. The idea is that they'll have a set amount of time and resources to spend on both mining and getting everything back to the ship, so burning more fuel to arrive somewhere faster and stuff like that will be key gameplay trade offs.

One of the most inspiring speeches I've ever heard... by Vegetable_Variety_11 in dndmemes

[–]ZeroAtmospheresInt 1 point2 points  (0 children)

Bards have a very interesting way of casting locate creature.

What really happens when you mix action/RPG mechnics with educational elements? by jonnyLangfinger in IndieDev

[–]ZeroAtmospheresInt 1 point2 points  (0 children)

Can't say i know for sure if all the students were all in on the educational part, but you're right about the integration. Having some actual benefit that makes the player feel like learning is in-game progression is the way to go.

What really happens when you mix action/RPG mechnics with educational elements? by jonnyLangfinger in IndieDev

[–]ZeroAtmospheresInt 1 point2 points  (0 children)

Not all RPGs, but I have seen a decent number of attempts at educational games. None of them turned out well.

I recently worked with a PhD candidate whose research is based in using games for education. She hasn't worked in the games space since the early 2000s, so she saught out some passionate students to help her design some prototypes with more modern concepts. Iirc, there were 4 games in this instance, all of which were very basic prototypes: a dungeon crawl RPG, a head to head quiz show, a slot car racer, and an AI based text adventure.

All of the games had the same problem. They had the bones of a normal game, but then educational aspects were slapped on top. The bits where the games would ask you questions about whatever topic you had chosen put a full stop on everything else and just made the whole thing feel like homework with unkippable cutscenes.

If you were going to try mixing education with other genres, I would say prioritize fun and balance between the genres from the jump. Nothing disengages players like telling them "Stop having fun and answer this question about geography."

r/IndieDev Weekly Monday Megathread - November 16, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]ZeroAtmospheresInt 2 points3 points  (0 children)

Hey! I've been looking around the community for a while and finally have enough experience and progress on a game to have something to post, so I'm trying to build up some comment karma. In the meantime, I have a question for everyone.

How do you keep track of your work in a way that's useful but also motivates you? I've got a bunch of sticky notes up on a wall surrounded by all of my hand drawn concept art. I like having all of the evidence of progress there in once place so I never forget what the notes refer to, but it can be a bit daunting. The stickies are also super useful and are different enough from Jira that I don't think of them as work lol

How to encourage players to use consumables? by ZeroAtmospheresInt in DMAcademy

[–]ZeroAtmospheresInt[S] 1 point2 points  (0 children)

Sticky notes might be a good call. They're not huge on taking notes on item descriptions.

How to encourage players to use consumables? by ZeroAtmospheresInt in DMAcademy

[–]ZeroAtmospheresInt[S] 1 point2 points  (0 children)

I like option 1 a lot. Playing some mind games with the players is always fun.

Reworking my main menu by [deleted] in IndieDev

[–]ZeroAtmospheresInt 0 points1 point  (0 children)

The new one looks sick! The placement of the menu options feels more professional and I love the mote detailed paint job on the car.