The age-old wisdom for adding multiplayer to a complex single player game is: Don’t.
This talk will cover how we added mixed local and online multiplayer to an existing codebase of tens of thousands of lines of GDScript and how you can think about systems in your game to do the same.
I gave this talk at GodotCon Boston, but would be happy to revisit it here, and now with an additional six months of things to share - including playtest feedback, common bugs and engine modifications we had to make for multiplayer input. This updated version will provide even more insights into the challenges and solutions we discovered during the multiplayer implementation process.