I literally have been thinking about this game the whole day, I didn't remember how it was called but I knew my notifications to this channel were on, because I really liked this project since day one, and now ironically you uploaded. 🙀 I really hope you make it high and keep doing such a great job! 😃
I literally have a book next to me called 'multiplayer game programming' just to get an understanding how things work technically and dip my toe i to coop-games soon.. my god is there a lot to it - good video as always, and nicely explained aswell! :)
I'm glad at the end you mention this is mostly for competitive games. I'm using client authority with casual games where if they want to cheat / mod go for it!
For the pvp you should make it so that when you run you have to double tap shift to put your gun away, but it also makes you faster like in the last video.
THIS GAME LOOKS SO GOOD, and the reloads are AMAZING! Do you have an official release date yet? BTW, thank for the lesson on how servers and latency works.
I'm as networking dev watched it not for to know something but rather share the pain. The ping and "rejected" (trust or sync) actions are a big problem. Especially for VR games. The movement is not such a big problem because it's just a standard problem and has standard solutions in 2024. I mean libs or in engine built system solved it a long time ago. But cheaters especially aim input cheaters the biggest I think. But there are anti-cheats like Easy it covers a lot of cases. But for us indie-dev - multi-player sucks...
I keep thinking about trying to make a multiplayer FPS but then i remember things like this exist and I need to learn how to code in an engine I'm unfamiliar with lol
Is there a way to 'check' the player against the server? For example, lets say all the inputs and the duration of those inputs were put into a file, i.e. a simple text file, then sent to the server every ten seconds. Would it be possible for the server to use the original position plus the inputs in the file to check against the user? Like if you move at 1 m/s and held a key for 5 seconds, you should be 5m from where you were in that direction. If you were 10m or 15m from the position the server thinks you are, you get kicked or banned. Is something like that even possible?
I feel like this game would benefit from being PvE instead of PvP, because PvP games end up enforcing "metas" which severely limit player creativity. PvE games also attract significantly less toxic audiences. Also what if you held your weapon close to your chest while running instead of putting it on your back?
Although I have no experience in making videos but a bit of coding, I know that it takes long to edit a video and even longer to code. Don't blame the guy for having a bad upload schedule
roblox studio makes everything online automaticly, there is client side and server side scripts, if you write code in a serverside one, it happens on the server and replicated to all clients, oh and all server hosting is paid by roblox.
Depends on the game, latency/ping is always a problem, but trust is not always a thing you have to worry about, if it is just a co op game you dont really have to worry about it, if the client cheats they are only hurtig themselves and their friends, its mostly needed in competitive games You should rename your video to "Why competitive multiplayer shooter games are so HARD to make" cause that is really the only thing you talked about 🙃
I literally have been thinking about this game the whole day, I didn't remember how it was called but I knew my notifications to this channel were on, because I really liked this project since day one, and now ironically you uploaded. 🙀 I really hope you make it high and keep doing such a great job! 😃
haha timing then. thanks man :))
i got a pc to wishlist your game :)
haha thanks man. Hopefully it will be worth it xD
@@D0mD6v yeah im really hoping it run with my ok but not great processing lol
Chad move right here
NEW UPLOAD WAKE UP EVERYONE
I literally have a book next to me called 'multiplayer game programming' just to get an understanding how things work technically and dip my toe i to coop-games soon.. my god is there a lot to it - good video as always, and nicely explained aswell! :)
Thanks man, glad it made sense :))
I'm glad at the end you mention this is mostly for competitive games. I'm using client authority with casual games where if they want to cheat / mod go for it!
i can't wait anymore please make this game quick !!!! Great vids and work men
Really nice, short video!
Good luck with the game ;)
Glad you liked and thanks!
Thank you very much for this simple explanation.
This was a really nice overview! (Worked on developing aaa mp games for many years)
Nice man
I am waiting for devlog
Your contant is 10/10
appreciate it bro😄
So hyped for when this game comes out.
Me too haha
Awesome video as always!! Sick thumbnail
Thanks bro
For the pvp you should make it so that when you run you have to double tap shift to put your gun away, but it also makes you faster like in the last video.
This game looks like lots of fun, I’d recommend having the gun vary in color but anyway I subbed
THIS GAME LOOKS SO GOOD, and the reloads are AMAZING! Do you have an official release date yet? BTW, thank for the lesson on how servers and latency works.
Thanks man! Not guarantees on the release date, but hopefully after the next devlog :))
Mirror package is actually the best thing to use in multiplayer games, since it's free. But it is very hard to make them not LAN-connected....
I'm as networking dev watched it not for to know something but rather share the pain. The ping and "rejected" (trust or sync) actions are a big problem. Especially for VR games. The movement is not such a big problem because it's just a standard problem and has standard solutions in 2024. I mean libs or in engine built system solved it a long time ago. But cheaters especially aim input cheaters the biggest I think. But there are anti-cheats like Easy it covers a lot of cases. But for us indie-dev - multi-player sucks...
Well done brother, keep it up >:D
Thanks, will do!
Are you currently building with netcode for game object or entitites?
I keep thinking about trying to make a multiplayer FPS but then i remember things like this exist and I need to learn how to code in an engine I'm unfamiliar with lol
I wish I had a PC - I’m on mac - but I still wishlisted your game!
Thanks man! Not sure how hard it is to part to mac but hopefully I can in the future. Probably after release
@@D0mD6v That would be sick!
Will this be playable on steam deck ?
I’d love to play it
PLS pls give us a release date I. Need to try rhis out
Is there a way to 'check' the player against the server?
For example, lets say all the inputs and the duration of those inputs were put into a file, i.e. a simple text file, then sent to the server every ten seconds. Would it be possible for the server to use the original position plus the inputs in the file to check against the user? Like if you move at 1 m/s and held a key for 5 seconds, you should be 5m from where you were in that direction. If you were 10m or 15m from the position the server thinks you are, you get kicked or banned.
Is something like that even possible?
ok but then anyone with bad ping would be banned 😂
Yes something like this would def be possible, but could lead to accidental bands if they have high latency. Good idea though :))
Yes very true
@@D0mD6v Counter point- if you have bad wifi you can't play the game
/s
what anti cheat will you use
Bab- sis wake up domE posted
Hi domdev, i wanted to connect with you via direct messeges for an game idea opportunity. How can i do that?
hey man, there's an email address in the description your welcome to use :))
The nice thing about me making a co-op game instead is not having to fuck around with anti-cheat and trust so much lol, favor the players always
When is your game coming out
Probably after another 3-4 devlogs 😬 Dont want to say a date and let people down yet haha
Imagine programming time travel and multiverse 🤓
Game almost done
Fire
Boom
wishlisted
I feel like this game would benefit from being PvE instead of PvP, because PvP games end up enforcing "metas" which severely limit player creativity. PvE games also attract significantly less toxic audiences. Also what if you held your weapon close to your chest while running instead of putting it on your back?
hope it will cost under 2 dollars ,if it is bigger than that i cant aford it
haha oof
Woooooo!
❤❤❤❤❤❤❤
YAYYY
I buy now a pc for your game
PC > Console
I also favor shooters
Dude uploads after a month
Although I have no experience in making videos but a bit of coding, I know that it takes long to edit a video and even longer to code. Don't blame the guy for having a bad upload schedule
@@randomguy3689was just saying bro
Makes sense@@Rafay_qayyum
Under an hour gang
roblox studio makes everything online automaticly, there is client side and server side scripts, if you write code in a serverside one, it happens on the server and replicated to all clients, oh and all server hosting is paid by roblox.
oh and has built-in anticheat and report system, also it has account system so you can ban players by their id
thats cool man :))
yeap this is why they took 70% of your revenue )))
@@il35215 they take 30℅ and thats not bad when you are making free money
Yea the game would look good on Roblox and maybe have way more players
Depends on the game, latency/ping is always a problem, but trust is not always a thing you have to worry about, if it is just a co op game you dont really have to worry about it, if the client cheats they are only hurtig themselves and their friends, its mostly needed in competitive games
You should rename your video to "Why competitive multiplayer shooter games are so HARD to make" cause that is really the only thing you talked about 🙃
h
First
shoot, i was 47 seconds too late
Yes you were haha
Yeah good luck