Go figure, I found something decent right after asking.
Here's the page I found in case anybody else is looking for a good example: https://game-developers.org/how-to-make-a-functional-game-menu-in-godot-3-2-godo...
Go figure, I found something decent right after asking.
Here's the page I found in case anybody else is looking for a good example: https://game-developers.org/how-to-make-a-functional-game-menu-in-godot-3-2-godo...
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.
Wanted to start a thread for anyone else who's going to focus on mutiplayer or general networking features for the Jam. I figure we can share notes, tutorial sites, or snippets from around the web as we research.
I figure I'll start by reposting the official doc for high-level multiplayer: https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplay...
This is my first jam, so I'm looking forward to learning something new with everyone :)
I'm going to try and figure out high-level multiplayer. I'd really like to tackle low-level networking, since I absolutely love writing servers and protocols, but I think it'll take way more than a weekend to complete something like that XD
Going to work off of the official docs and see where it leads me: https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplay...
As a secondary objective, I want to see if I can compile to an HTML5 target: https://docs.godotengine.org/en/stable/getting_started/step_by_step/exporting.ht...