• Projects
  • Own community with your own maps

I am developing a "game" so that you can connect to any server, and meet people, the typical ones like VR chat and that kind.

It will be in 2D, and it will only have a map with decorations and you can talk to many people.
But the idea is that the servers, in addition to the official ones, can be created by different people and export maps made through the engine (I'll let you do it from the engine because it would take me a long time to create such a tool).

Also the maps are authoritative. I would like to do it for the web, but I will surely end up exporting it to the desktop due to the options of having the map cache to avoid many synchronizations

Once it's pretty stable, I plan to allow scripts to be added through these maps, mainly because I want to avoid any failure of a badly done script, and some security aspects. For that you probably already have an SDK that can be used in the engine to create these maps and add interactivity to them.

Even sure it would be a very good option for those people who want to program in godot and do multiplayer things but releasing it to the public would be very expensive. I think with this someone who makes a shooter could easily implement it here so that it has the multiplayer functionality without too many problems.

This is interesting, I don't know how much you've implemented already but I've been looking into modding myself, this looks like a Neverwinter Nights style setup and you'll probably need to be able to code in a feature that lets people download and share .pck files with each other, compatability is probably going to be potentially a major issue with this feature. How much have you managed to get done so far? You're also going to of course have modding options like being able to block certain users from uploading the .pck files and so on otherwise it will just end in disaster.

    Lethn Yes, initially I plan to integrate the .pck, but also after the basics I plan to create my own file that contains, that has the data like:
    1- The version of the engine (To avoid compatibility problems)
    2- The PCK itself.

    To prevent others from stealing maps, what I will do is when a server sends the data to a client, the file it sends is encrypted, so only the server can decrypt it so that the client can process the content to add it to the world. to be synchronized to the server.

    My other alternative is that the server instantiates the pck (Map) scenes and saves a basic copy of the original node tree and sends them node by node to the client. But I'm still looking at the ideas, and which one would be better in terms of performance and security

    Currently, the multiplayer system is implemented, and I'm making progress with the Maps customization system (ie being able to export your maps and load them into the game).
    Then I will proceed to implement the client and server content synchronization system