The Essential Guide to Creating Multiplayer Games with Godot 4.0: Harness the power of Godot Engine's GDScript network API to connect players in multiplayer games
Create your dream game, from setting up a dedicated game server to adding multiplayer functionality, and level up your Godot skills with this comprehensive guide to the powerful Godot 4 Network API with key images in color The Essential Guide to Creating Multiplayer Games with Godot 4.0 expands the toolbelt of Godot users by exploring the network built-in API for online multiplayer games with concrete use cases to apply practical knowledge. At every step of the book, you face real-world requests and learn how to add network features to hands-on projects that didn’t have it before. Following the step-by-step instructions, you will go from making your first network handshake to optimizing online gameplay. You will learn how to sync players and pass data through the internet by adding online multiplayer features to a top-down shooter adventure game. You’ll wear a network engineer hat in a fictional game project team and set up your first online server. Moving forward you will create an online chat and make local gameplay go online. You will then create shared world adventures and learn the techniques to optimize this experience to allow more and more players to join your world. By role-playing a fictional network engineer, you will understand how to implement multiplayer features and solve problems in a practical way. By the end of this book, you will know how to set up a client-server structure to exchange data between players and make them play in the same shared game world. If you already make games with the Godot Engine and are looking to improve your games to allow multiple players shared experience, then this book is for you. This book will also be helpful if you are the team’s network engineer and are looking to get your hands into concrete projects to learn by practicing. Understanding the Godot Engine design philosophy, the GDScript programming language, the SceneTree structure, and how Nodes work is necessary to get the most out of this book.
This book solved a big issue in the author's other book, "Game Development Patterns with Godot": code reliability. The author gave up providing the "start code" but only the "finished code" for readers. Luckily, now his code seems flawless compared to the previous one. But based on this teaching method, this book becomes a poor project code comments collection. His design and idea of this book are priceless, but he failed in writing. He's not the only one.