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Creating my own "multiplayer" version of a singlep

 
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horsedeg
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Joined: 26 Jun 2017
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PostPosted: Tue Apr 16, 2019 2:41 am    Post subject: Creating my own "multiplayer" version of a singlep Reply with quote

I've always found it interesting how people made multiplayer mods for single player games. Stuff like Skyrim, Just Cause 2/3, Stardew Valley, etc. I thought about it, and I think I get the idea of it and I kind of want to tackle a project about it.

So as far as I know, assuming the game code doesn't easily disassemble and is totally single player (no redirecting network data), a multiplayer mod requires instantiating another entity representing the other player, and the other player sends data that will reach you (either through a server or P2P) and vice versa.

The very basic idea of it seems simple in theory, but realistically I know it'd be a giant pain in the ass to do everything, including everything that isn't related to movement (like syncing everything else).

First question, is this generally how people do it? It's the only way I can imagine it.

Second, am I heavily underestimating this project? At the very least I'd like to get the very, very basics working: syncing movement. The thing is, I'm not even sure how I'd instantiate another entity to represent the player to be honest. I only know that reading/writing memory is very easy, but allocating memory to the heap or something I'm not really sure about.

For reference, one game I had in mind was Mount & Blade: Warband.
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