How to Add Online Multiplayer to a Small Indie Game

Team 5 min read

#multiplayer

#networking

#indie-dev

#architecture

Overview

Building online multiplayer for a small indie game is less about chasing a feature-rich fantasy and more about choosing a reliable, maintainable path. This guide walks you through a practical, engine-agnostic approach: selecting a networking model, designing a lean authoritative server, handling latency with prediction and interpolation, and getting your game from prototype to a launch-ready multiplayer experience.

Decide on a Networking Model

Your model shapes every other decision:

  • Authoritative server (recommended for most small games)

    • A centralized server validates game state, processes inputs, and broadcasts updates.
    • Pros: cheat resistance, consistent rules, easier to balance.
    • Cons: requires server hosting and careful security.
  • Listen server / host migration (simpler, but riskier)

    • One player’s machine runs the game server logic.
    • Pros: simple setup, low cost.
    • Cons: higher hosting load on the host, NAT issues, cheating risk.
  • Peer-to-peer with relay (for very small, non-critical multiplayer)

    • Clients exchange state and rely on a relay for connectivity.
    • Pros: minimal backend.
    • Cons: synchronization complexity, higher cheating risk, NAT traversal burdens.
  • Relayed matchmaking services (fastest path to playable)

    • Use a service to handle lobby, NAT traversal, and relay.
    • Pros: QoS, reduced maintenance.
    • Cons: ongoing service cost, potential vendor lock-in.

Recommendation: start with an authoritative server model (even a small, cost-efficient server) and add a relay or matchmaking service if you need scale or faster setup.

Core Architecture

Clarify data flow and responsibilities:

  • Client

    • Collects local input and renders predicted state.
    • Sends input commands to the server at a steady tick rate.
    • Receives authoritative state updates and reconciles client state.
  • Server

    • Runs the game loop at a fixed tick rate (e.g., 20–60 Hz).
    • Validates inputs, updates world state, and broadcasts state snapshots.
    • Enforces game rules and detects/mitigates cheating.
  • Communications

    • Transport: UDP-based for low latency or a hybrid UDP/TCP approach (depending on engine and needs).
    • Protocol: define a small, stable set of message types (Join, Input, StateUpdate, Ping/Pong, Leave).
  • Data model

    • Messages should be compact: player inputs, entity positions, actions, and timestamps.
    • Use sequence numbers and versioning to enable reconciliation and latency handling.

Implementing a Minimal, Authoritative Server

A lean blueprint you can adapt to most engines or custom stacks:

  • Establish a fixed tick loop on the server.

  • Every tick:

    • Apply received inputs from clients.
    • Update game state deterministically.
    • Broadcast the new authoritative state to all clients.
  • Client responsibilities:

    • Send inputs each tick.
    • Render locally with prediction and later reconciliation when server state arrives.
  • State updates

    • Include only necessary entities and fields (position, velocity, action states).
    • Use delta compression if possible to minimize bandwidth.
  • Security basics

    • Validate every input (e.g., bounds checks, collision rules).
    • Enforce server-authoritative decisions to prevent speed hacks or teleportation.

Client-Side Prediction, Interpolation, and Reconciliation

Latency can break immersion if not handled cleanly:

  • Client-side prediction
    • Apply local input immediately to keep feel responsive.
  • Server reconciliation
    • When a server state arrives, compare against predicted state.
    • If mismatches occur, rewind to server state and replay queued inputs.
  • Interpolation
    • Smoothly interpolate between received states to avoid jitter.
    • Maintain a small buffered delay to absorb network jitter.

Tips:

  • Keep a tight tick rate and use fixed physics steps on both client and server.
  • Separate input timeline from rendered frames to minimize perceived lag.

Security and Cheating Prevention

Indistinguishable from online play, but you can reduce risk:

  • Enforce server authority
    • Never trust client-side physics or game rules.
  • Validate all inputs on the server
    • Apply sane limits (e.g., max speed, jump cooldown) and ignore impossible commands.
  • Use checksums or state validation
    • Periodically verify critical state (e.g., player health, inventory).
  • Anti-tamper and obfuscation
    • Consider lightweight obfuscation or integrity checks where feasible.
  • Logging and anomaly detection
    • Track suspicious patterns (impossible movement, rapid input bursts) for review.

Tools and Services to Accelerate Development

Leverage existing tools to reduce setup time:

  • Networking libraries and backends
    • Low-level: ENet, RakNet, or WebSocket for Web-based games.
    • Backend services: Nakama, Colyseus, PlayFab, Photon, or a custom Node.js/Go server.
  • Engine-agnostic patterns
    • Use a simple message protocol, a fixed server tick, and a clear input/state separation to stay engine-agnostic.
  • Hosting options
    • Dedicated VPS or cloud instances (AWS, DigitalOcean, Linode) for the server.
    • Managed services for matchmaking or relays if you prefer not to run servers yourself.

Testing, Debugging, and Scaling

Validate multiplayer behavior early and often:

  • Local hops
    • Run server and client on the same machine, then on a separate LAN machine to simulate real latency.
  • Latency simulation
    • Introduce artificial latency and packet loss to observe reconciliation, prediction效果, and correction behavior.
  • Automated tests
    • Create tests for input handling, state updates, and edge cases (lobby joins, disconnects, host migration).
  • Profiling
    • Monitor bandwidth per client, tick time, and CPU cost of the server loop.
  • Scaling plan
    • Start with a single regional server; plan for a hot-swappable region or a simple load-balanced setup as player count grows.

Deployment Roadmap

  • Phase 1: Prototype
    • Build a minimal server and a basic client that can join a lobby, send inputs, and display server-corrected state.
  • Phase 2: Refinement
    • Implement prediction, reconciliation, and interpolation. Harden input validation.
  • Phase 3: Security and QA
    • Add basic anti-cheat measures and automated tests. Conduct internal playtests focusing on fairness and stability.
  • Phase 4: Deployment
    • Launch with a single region, monitor metrics, and gradually scale or add relays/matchmaking as needed.

Common Pitfalls and How to Avoid Them

  • Overcomplicating early
    • Start small: a single, authoritative server with a simple set of inputs and a fixed tick rate.
  • Underestimating latency effects
    • Implement prediction and reconciliation from day one to avoid a jarring feel.
  • Neglecting security
    • Favor server-side checks over client-side trust; validate everywhere.
  • Burnout from maintenance
    • Use existing services where possible; design a clean protocol and modular server code to ease future changes.

Next Steps and Resources

  • Pick a target engine or framework and map these concepts to its networking APIs.
  • Try a small prototype with a basic arena or co-op mode to validate the flow before expanding features.
  • Explore open-source backends like Nakama or Colyseus to compare workflows and integration points.
  • Read up on authoritative server patterns and latency mitigation strategies to deepen the implementation.