Multiplayer is a special game mode that allows several players to complete dojo-like missions simultaneously. This mode is implemented with the REST API, so it isn't 100% real-time. New file states and player actions are synchronized with a delay of approximately 5 seconds. Keep this in mind when creating a mission for multiplayer. You should set important story files as Immutable and create them in the network or during room initialization to avoid gameplay from getting stuck.

Creating and Modifying a Room

Creating

To create a room, you will need a prepared network and story script (more on that later). The room can be created from the Main Menu → Multiplayer → Create Room panel.

The author has to enter the room immediately after creation; however, this process is automatic. When the author is connected to the room, initial synchronization happens – the key point of this step is explained in the Mission Lifecycle section.

Modification

Some properties that do not affect gameplay can be modified. Altering the room is available only to its author. Also, this popup is used for sharing the room via URL and creating a room duplicate. The most common scenario for duplicating a room is when the mission is completed, but the author wants to replay it.

Network and Mission Script for the Room

Introduction

All assets for multiplayer rooms are created in the Forge. So, you should be familiar with creating custom missions before creating your multiplayer missions. The main difference between single-player and multiplayer missions is room state saving and restoring. Currently, regular missions do not support this, and there are no external events, like capturing the goal by another player. Also, story step-based missions can't be used for multiplayer. There are no differences between networks for single-player and networks for rooms.

Networks can be selected from your Forge assets or imported from a file previously exported from the Forge. Miniscript code can only be pasted in the appropriate popup, so it's recommended to store your script in a file on your PC.