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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

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803232614
Pages 326 pages
Edition 1st Edition
Languages
Author (1):
Henrique Campos Henrique Campos
Profile icon Henrique Campos

Table of Contents (19) Chapters

Preface 1. Part 1:Handshaking and Networking
2. Chapter 1: Setting up a Server 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

Introducing the Pong project

Welcome to yet another project for our fake indie game development studio, network engineer! This time, we need to make the onboarding of our next project.

We have a Pong game that we think we can turn into a competitive online multiplayer game with some leaderboards and all this cool stuff. Your core task here is to make its core features playable by two players through a network. Let’s understand what we have currently so we can point out what you going to modify.

How the player paddles work

The players’ paddles are the most important thing in our project. They are the only thing players actually control and, as such, they are the main way players interact with the game. By moving them, the players can bounce the ball off to the other player.

Let’s take a brief look at the Paddle scene. For that, open the res://07.developing-online-pong/Paddle.tscn scene. Its scene tree structure looks like this:

Figure 7.1 – The Paddle scene’s node hierarchy
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