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Lessons from a solo developer on multiplayer game design

Solo Developer Navigates Multiplayer Design Challenges | Insights from Community Comments

By

Tina Schwartz

Aug 27, 2025, 11:11 AM

Updated

Aug 27, 2025, 05:14 PM

2 minutes needed to read

A solo developer sitting at a desk with multiple screens, focused on coding a multiplayer space simulation game, showing graphs and math calculations on the screens.

A solo developer behind the upcoming game Main Sequence is sharing insights on handling multiplayer features in a complex factory automation simulation. Concerns raised about existing systems struggling with variable-heavy gameplay have sparked discussions across various user boards.

Unpacking Multiplayer Mechanics

The developer emphasized a significant challenge: Unreal Engine's replication system often fails for games with constantly changing variables, unlike action games that use state replication. The developer decided to implement a multiplayer deterministic lockstep approach, where only inputs are shared between players. This ensures that all participants simulate the same game state, promoting synchronization across different devices.

"The server never sends the state of the world, only inputs," stated the developer, highlighting how the client simulates outcomes based on those inputs.

Key Insights from the Developer

Four major takeaways from the developer include:

  1. Fixed Update Interval: Essential for synchronization, the developer chose to run the simulation at 30 ticks per second, using a Tickable World Subsystem.

  2. Fixed Point Math: This approach mitigates floating-point discrepancies that can derail synchronization. A custom number class was created, emphasizing the importance of debugging this complex math.

  3. Actor and Simulation Separation: Utilizing UObjects for the game world while only spawning Actors as needed improves performance significantly.

  4. Serialization Techniques: A specialized serialization system was put in place, involving FArchive and UPROPERTY(SaveGame), to maintain game object hierarchies efficiently.

Added Community Perspectives

Recent comments have introduced new strategies to enhance multiplayer simulation. One developer suggested that objects could hold pointers to actors, allowing for state change updates directly from those objects. Others noted the challenges of maintaining synchronization, especially if even the smallest math error occurs repeatedly, leading to potential discrepancies in game states.

"If math is off by even 1 bit, players could be in different locations after some time," one commenter cautioned, underlining the stakes involved.

Participants also discussed effective methods for actor initialization and sustaining actor states independently of the simulation. Relevant advice has been shared about creating efficient systems for handling actor simulation models, essential for complex games dealing with expansive simulations.

Future of Multiplayer Design

The dialogue reflects a growing interest in varied multiplayer approaches within game development. Many community members are eager to explore deterministic lockstep methods, spurred by the solo developer's challenges.

As the gaming community evolves, a cleaner, more synchronized experience appears on the horizon. Developers may need to consider adopting similar methodologies to improve multiplayer functionalities in future releases.

Key Takeaways

  • 🌟 Implementing a fixed update interval is crucial for game sync.

  • 🚧 Precision in fixed point math avoids synchronization issues.

  • πŸ’‘ Community emphasizes early optimization and actor state management for smoother operations.

These insights can potentially guide both indie and major studios toward refining multiplayer experiences, promising smoother gameplay across various platforms.