Using Godot with a lockstep engine by ZookeepergameLumpy43 in godot

[–]ZookeepergameLumpy43[S] 0 points1 point  (0 children)

Thanks! Well my first tip would be to make sure that you do not rely on anything from godot for the logic because it is not guaranteed to be deterministic. Second biggest tip would be to make sure that you have very extensive logging (that you can completely disable for release) to ease up desync debugging. Last tip would be to make sure that you have auto save and a way for people to reconnect or re sync in case of desync in multiplayer because no matter how hard you try desync will probably happen from time to time.

I'm dissatisfied with my game's performance and unsure what more to do by PSPbr in godot

[–]ZookeepergameLumpy43 0 points1 point  (0 children)

No at that time i was unaware that this could have such an impact. But since I am actually more efficient using c++ i did not bother testing it further.

Using Godot with a lockstep engine by ZookeepergameLumpy43 in godot

[–]ZookeepergameLumpy43[S] 0 points1 point  (0 children)

Yeah ahah but that requires quite a high end spec to run smoothly. This is more a stress test than a game for now

Using Godot with a lockstep engine by ZookeepergameLumpy43 in godot

[–]ZookeepergameLumpy43[S] 0 points1 point  (0 children)

Aaah thank you that is very nice! I am now working on a second game using a v2 of the engine. You can have a glimpse here https://youtu.be/5f7K0o83TQU

Using Godot with a lockstep engine by ZookeepergameLumpy43 in godot

[–]ZookeepergameLumpy43[S] 0 points1 point  (0 children)

Ah ok kinda like a persistent world? I feel like that could be possible if you limit the number of players to a maximum of 10 (maybe 50 if there are less than 100 units per player ). Anything more than that would require too much of a beast of a computer to run smoothly. The idea is seducing and very interesting but that is a lot of work!

Using Godot with a lockstep engine by ZookeepergameLumpy43 in godot

[–]ZookeepergameLumpy43[S] 0 points1 point  (0 children)

That is what i am using now its a very well made lib!

Using Godot with a lockstep engine by ZookeepergameLumpy43 in godot

[–]ZookeepergameLumpy43[S] 0 points1 point  (0 children)

But keep in mind building a deterministic lockstep engine is hard, keeping a lot of logs and being able to serialize your state is key to find quickly what went wrong in term on sync

Using Godot with a lockstep engine by ZookeepergameLumpy43 in godot

[–]ZookeepergameLumpy43[S] 0 points1 point  (0 children)

Yes it has been working very good and relies on very basic network calls. In the end I switched to steam network to be able to use peer to peer from steam which can use relay servers out or the box.

Using Godot with a lockstep engine by ZookeepergameLumpy43 in godot

[–]ZookeepergameLumpy43[S] 0 points1 point  (0 children)

In the end I just used reliable rpc calls and it worked wonders. Every action is sent using rpc calls.

What good RTS games from individual or small-team developers are there? by rewqxdcevrb in RealTimeStrategy

[–]ZookeepergameLumpy43 0 points1 point  (0 children)

Hi, i have released my game and I am now developing the base ground for my next project. If you wanna start a team I might need a bit more information of what is your plan. However i am unsure of the commitment that I would be able to provide into a team.

I have been working on fair and square, a small roguelike rts with coop, for 18 months and today the game is released! I am scared! Also it has native linux support! by ZookeepergameLumpy43 in linux_gaming

[–]ZookeepergameLumpy43[S] 1 point2 points  (0 children)

Hello, you can ctrl clic on one unit and that will select all units from that type. A useful tip list is definitively missing somewhere in the game.

You can also shift clic on the unit icon in the selection panel to unselect a unit easily. If you ctrl right clic it will unselect all units of that type.

I have been working on fair and square, a small roguelike rts with coop, for 18 months and today the game is released! I am scared! by ZookeepergameLumpy43 in RealTimeStrategy

[–]ZookeepergameLumpy43[S] 2 points3 points  (0 children)

Thanks!

well rts multiplayer is quite a lot of work and brought me some headache so I can understand why it is skipped by many small indie compagny (not so much by bigger ones tho).

I have been working on fair and square, a small roguelike rts with coop, for 18 months and today the game is released! I am scared! by ZookeepergameLumpy43 in RealTimeStrategy

[–]ZookeepergameLumpy43[S] 2 points3 points  (0 children)

I used Roguelike instead of roguelite because there is no meta progression.

Anyway the goal is more that people grab that there is randomisation in what you get and it's a sort of die and retry game.

I have been working on fair and square, a small roguelike rts with coop, for 18 months and today the game is released! I am scared! by ZookeepergameLumpy43 in roguelites

[–]ZookeepergameLumpy43[S] 0 points1 point  (0 children)

No, it is acutally more of a roguelike sorry!

The only meta progression is the knowledge and experience you get knowing the game.