I found this ancient thread on here, and I found the idea pretty interesting, especially because multiplayer games/gamemodes tends to attract a broader player base. As of today, I’m aware the idea has been overall discarded due to the massive hurdle of multiplayer systems, including the technical difficulties, which would likely divert attention from the more important milestones in the development of the actual game. Still, I found this worth an analysis, so I’m putting my idea of a multiplayer prototype here.
Multiplayer as online arcade gamemode
My idea of multiplayer is to have a fun, fast-paced gamemode. The most appealing prototype would be, just like discussed in this thread, in the microbe (and perhaps multicellular) gamemode.
Basically this.
This would ensure fun lobby gameplays with a basically endless replayability and different meta.
Technical issues
I wanted to reply to this thread particularly to talk about the technical details of this, to add actual useful info, hopefully.
Reading about Godot’s Multiplayer features, they have substantially improved in Godot 4, so that’s especially a good thing.
I believe that using Steam IDs for steam players makes this kinda trivial. There’s a Godot plugin for that, but even if we were to implement it ourselves, it’s not a huge work to make a wrapper. Most indie games use this as a solution if they cannot host their own servers.
I believe the modern ENetMultiplayerPeer implementation in Godot is extremely flexible on this regard. Multiplayer in Godot 4.0: Scene Replication – Godot Engine
I had this concern as well, but clouds are fully deterministic. So, sending “cloud spawned” commands and deltas instead of the whole clouds.
This could be good too, for example eating dots instead of clouds, again like agar.io or similar.