How to Add Online Multiplayer to a Small Indie Game
#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.