Hi all. I'm interested in making a Tetris Attack (TA)-like pvp game for the browser. The only hard requirement is to be playable with people across the globe, i.e. high latency. It'd be nice to have 4-player multiplayer too, but not essential.
The gameplay itself requires very low latency, multiple moves per second, but the multiplayer interactions less so. If you're familiar with TA, you'll know there's basically one signal sent between players - new boulder of size X. So in order to deal with high latency from the network I plan to make each player's own state mostly local and transmit the attack signal with high priority. Each player will also receive the opponent's state but at a lower priority/higher interval.
My first idea is to build it as p2p where one player hosts. I came across this article that looks like a decent start: https://perons.writeas.com/creating-a-peer-to-peer-snake-game-with-godot-webrtc
I have no godot or game dev experience. I have some web dev experience but not with webrtc. This sounds like an awful lot for a weekend so I'm thinking if I'm just able get two players to communicate state that's a win!
Viewing post in Networking/Multiplayer SIG
It's quite the tall order, but limiting it to just the two players -might- simplify it. I'm not sure.
I think the way to tackle this will be to make a single-player Tertis game, then start looking at how to rig up everything with RPC so that two players play tetris side-by-side. After that works, then look at the inter-player interactions, like dumping garbage blocks.
My rule of thumb for networking is that complexity becomes an exponential curve, so just be ready to tackle that.