So I’ve been slowly implementing basic multiplayer to a demo project of mine, currently nothing special. I’ve made a few games in singleplayer and have a decent grasp on the engine in that regard, and so far things are going well with my demo project. Outside of Godot I have limited experience in networking, and often when studying multiplayer I read comments in regards on how some people will try to use games to compromise other users PC’s and it’s made me paranoid on continuing to learn how to develop multiplayer games.

Before I become dedicated in attempting to make a multiplayer game, I wanted to know some not-so-obvious do’s and don’ts you may have in regards to creating a multiplayer game? I understand you want to put as much as you can behind the server and to trust the client as little as possible, but is there more to it than that? What are some ways to avoid making a product that can compromise user’s computers? Are the official starter documentation guides to developing multiplayer games in Godot safe ways to begin a multiplayer project? I worry that because I am not savvy enough with networking that I will miss something fundamental and cause harm to hypothetical/potential players.

Thanks for any response

  • Jummit@lemmy.one
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    1 year ago

    I think if you are just starting out this shouldn’t be a big concern (of course it’s still reasonable to keep it in mind). As long as you aren’t using var2bytes with object serialization enabled or directly send user scripts around you should be fine. If you are using Godot 4, I’d keep an eye on security updates, as the networking was also revamped.