You’ll need experience developing single-player games and familiarity with client-server architecture. Experience with a game engine, such as Unreal Engine or Unity, is also useful. The series applies to all multiplayer game development, whichever networking and hosting solutions you use.
To help you visually see the concepts outlined in this series within the context of an actual game, download the Improbable companion project on GitHub. All you need to do is clone the repository’s master branch. The README.md file contains instructions on how to run the project.
This is an Unreal Engine 4 Example Game Project, modified to demonstrate the concepts we’ll discuss. When you edit the project’s source code or change the project’s settings and run it, you can see the impact implementing these concepts has on a game.
The project has ‘stations’ that each demonstrate a different concept. For example, use the Latency station to change network latency settings such as packet lag, packet loss variance and packet loss to see how latency affects a game.
Upcoming entries in Development Basics will dig into individual multiplayer game concepts you can visualise in the companion project. Part two will cover network protocol and round-trip-time.
Check out more great videos and articles from Multiplayer Hub: