Creating multiplayer mechanics for horror games
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HorrorGameDev_2024
Posted on August 5, 2024 • Advanced
👻 Need help with multiplayer horror game mechanics
Hi everyone! I’m developing an asymmetrical horror game called NIGHTMARE REALM. It’s designed to be a multiplayer experience where one player takes the role of a monster and the other players must survive and escape.
I have the basic gameplay mechanics working (monster abilities, survivor mechanics, items, objectives) but I’m struggling with implementing the multiplayer aspect. How can I synchronize player positions, actions, and game state between multiple players?
Any guidance on cloud variables, player coordination, or multiplayer architecture would be incredibly helpful! 🙏
MultiplayerMaster_Pro
Replied 2 hours later • ⭐ Best Answer
Awesome project concept @HorrorGameDev_2024! Multiplayer horror games are challenging but incredibly rewarding. Here’s a comprehensive guide to implementing multiplayer mechanics in Scratch:
👻 Multiplayer Horror Game Architecture
Here’s how a multiplayer horror game system works:
☁️ Step 1: Cloud Variables Setup
First, create the essential cloud variables for player synchronization:
// Essential cloud variables (☁ = cloud variable) when flag clicked set [☁ Player1_X v] to [0] set [☁ Player1_Y v] to [0] set [☁ Player1_State v] to [alive] set [☁ Player2_X v] to [0] set [☁ Player2_Y v] to [0] set [☁ Player2_State v] to [alive] set [☁ Monster_X v] to [0] set [☁ Monster_Y v] to [0] set [☁ Game_State v] to [waiting] set [☁ Player_Count v] to [0]
🎮 Step 2: Player Connection System
Handle player joining and role assignment:
when flag clicked change [☁ Player_Count v] by [1] if <(☁ Player_Count) = [1]> then set [My Role v] to [Monster] broadcast [Setup Monster v] else set [My Role v] to [Survivor] set [My Player ID v] to (☁ Player_Count) broadcast [Setup Survivor v] end // Limit players if <(☁ Player_Count) > [5]> then say [Game is full!] for [3] seconds stop [all v] end
📡 Step 3: Position Synchronization
Sync player positions across all clients:
// For the current player when flag clicked forever if <(My Role) = [Monster]> then set [☁ Monster_X v] to (x position) set [☁ Monster_Y v] to (y position) else if <(My Player ID) = [2]> then set [☁ Player2_X v] to (x position) set [☁ Player2_Y v] to (y position) end end wait [0.1] seconds // Avoid cloud variable rate limits end // For other players (create clones) when flag clicked forever if <not <(My Role) = [Monster]>> then go to x: (☁ Monster_X) y: (☁ Monster_Y) end if <not <(My Player ID) = [2]>> then go to x: (☁ Player2_X) y: (☁ Player2_Y) end end
🎯 Step 4: Game State Management
Coordinate game events and states:
// Game state controller when flag clicked forever if <(☁ Game_State) = [starting]> then broadcast [Game Start v] set [☁ Game_State v] to [playing] end if <(☁ Game_State) = [monster_win]> then broadcast [Monster Wins v] wait [5] seconds set [☁ Game_State v] to [waiting] end if <(☁ Game_State) = [survivors_win]> then broadcast [Survivors Win v] wait [5] seconds set [☁ Game_State v] to [waiting] end end
⚡ Step 5: Action Broadcasting
Handle player actions and interactions:
// Monster attack system when [space v] key pressed if <(My Role) = [Monster]> then set [☁ Monster_Action v] to [attack] wait [0.5] seconds set [☁ Monster_Action v] to [idle] end // Survivor interaction when [e v] key pressed if <(My Role) = [Survivor]> then if <touching [Door v]?> then set [☁ Door_State v] to [opening] end if <touching [Item v]?> then set [☁ Item_Collected v] to (My Player ID) end end
🔧 Step 6: Data Encoding for Complex States
Use encoding to store multiple values in one cloud variable:
// Encode player state: X,Y,Health,Action define encode player state set [Encoded State v] to (join (join (join (x position) [,]) (join (y position) [,])) (join (join (Health) [,]) (Current Action))) set [☁ Player_Data v] to (Encoded State) // Decode player state define decode player state (data) set [Temp List v] to [] set [Current Char v] to [1] repeat (length of (data)) if <(letter (Current Char) of (data)) = [,]> then // Process the accumulated value else set [Current Value v] to (join (Current Value) (letter (Current Char) of (data))) end change [Current Char v] by [1] end
⚠️ Important Considerations:
- Cloud Variable Limits: Only 10 cloud variables per project, 256 characters each
- Update Rate: Maximum 1 update per 0.1 seconds per variable
- Player Limit: Keep it reasonable (2-5 players) for better performance
- Error Handling: Always check for disconnected players and invalid states
- Synchronization: Use timestamps or sequence numbers for critical events
This should give you a solid foundation for your multiplayer horror game! The key is to keep the data flow simple and handle edge cases gracefully. 🎮
HorrorGameDev_2024
Replied 1 hour later
@MultiplayerMaster_Pro This is absolutely incredible! Thank you so much! 🎉
The encoding system for complex states is exactly what I needed. I’m already implementing the player connection system and it’s working great. One question - how do I handle lag compensation for fast-paced interactions?
NetworkTech_Expert
Replied 30 minutes later
@HorrorGameDev_2024 Great question about lag compensation! Here are some techniques:
// Client-side prediction when [arrow key v] pressed // Move immediately for responsive feel change x by [5] // Then sync with server set [☁ My_X v] to (x position) // Lag compensation for attacks when [attack v] key pressed set [Attack Time v] to (timer) set [☁ Attack_Data v] to (join (Attack Time) (join [,] (x position))) // Other players check if they were in range at that time
Also consider using interpolation for smoother movement between updates!
Vibelf_Community
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