Game Development Multiplayer Netcode

Multiplayer Integration for 'Into Black'

by Actuator Digital Team · December 10, 2024

Actuator Digital worked with The Binary Mill to bring multiplayer functionality to their game, Into Black, which had originally been designed as a single-player experience. The challenge was to integrate a robust multiplayer system into a game that had already seen significant development, without compromising its existing features and mechanics. Our goal was to ensure players could seamlessly join each other’s worlds, interact, and explore Into Black together; while maintaining a smooth, stable experience.

What We Did:

Multiplayer Core Development
The first step was to revamp the game’s core code to integrate and support netcode. We needed to ensure that all key game systems—enemy AI, resource gathering, combat, and exploration—could work in real-time across multiple players. This was a complex task, especially since Into Black was initially built to be a solo experience. We had to make sure everything from player movement to enemy AI behaviors was synchronised across clients, ensuring a consistent and engaging experience for all players, no matter their actions or location.

Enemy AI Synchronisation
Synchronising enemy AI behavior across clients was another significant challenge. We had to ensure that enemies reacted consistently, regardless of which player was engaging them. This included making sure that enemies spawned correctly, followed the right behaviors, and replicated their death animations across all clients. Any inconsistencies here could have undermined the multiplayer experience, so we paid careful attention to detail.

Network optimisation and Stability
With multiplayer, network stability becomes a key concern. We worked hard to optimise network traffic and minimize latency, making sure the game could support multiple players without performance hiccups. Whether players were exploring the world, engaging in combat, or completing missions together, the game needed to run smoothly across all systems.

Gameplay Adjustments for Multiplayer
As part of the integration, we had to tweak various gameplay mechanics to make sure they functioned well in a multiplayer setting. This involved adjusting things like resource collection, player death and respawn mechanics, and combat interactions. For instance, we made sure that resources could be shared between players and that the game’s combat system worked seamlessly with multiple participants.

Audio and Visual Updates
In addition to the multiplayer systems, we also worked on updating the game’s audio and visual systems to match the multiplayer format. This included adding new sound effects and ensuring that they were synced across all clients, as well as updating visual feedback—like damage indicators and environmental effects—to ensure that players had the same experience regardless of who they were playing with.

Final Testing and QA
After implementing all these systems, we conducted extensive testing to ensure everything worked as expected. We tested various multiplayer scenarios, fixed bugs, and fine-tuned the balance between game mechanics and network performance. This was crucial to make sure players could jump into Into Black and experience the game just as it was meant to be played: smooth, immersive, and engaging, whether alone or with others.

Challenges We Faced:

Integrating multiplayer into a game that had already been significantly developed as a single-player experience was no easy feat. The biggest challenge was making sure the existing features and mechanics remained intact while we worked on the multiplayer overhaul. The codebase was already complex, and the game’s systems were designed with solo play in mind, so every multiplayer feature had to be carefully integrated to ensure compatibility.

Another challenge was network stability. Multiplayer games demand smooth synchronisation, and the potential for latency issues or desynchronisation between players was a constant concern. We worked through these challenges by optimising the network code, testing thoroughly under various conditions, and ensuring the game could handle up to 12 concurrent players without performance degradation.

Finally, we had to manage player data in a way that ensured a seamless experience when players joined or left a session. Session persistence, state restoration, and resource management all needed to be handled carefully to avoid disrupting the flow of the game.

Results:

The result of our work was a fully integrated multiplayer mode for Into Black, where players could join each other’s worlds and experience the game together. Multiplayer functionality was smoothly implemented, and players could share resources, fight enemies, and explore together without disruption.

The adjustments we made to the core gameplay systems, along with network optimisations, helped ensure that Into Black could handle multiple players without compromising the original gameplay experience. We also delivered a highly stable multiplayer system, with minimal latency and seamless synchronisation of all game elements.

Conclusion:

Our collaboration with The Binary Mill on Into Black was a successful one, with multiplayer integration now functioning seamlessly within the game. The project required us to rework many of the game’s systems to ensure they could handle the complexities of multiplayer gameplay, and we’re proud to have helped bring Into Black to life in a new way for players. By addressing both the technical challenges and the gameplay adjustments needed for multiplayer, Actuator Digital successfully delivered a multiplayer experience that enhanced the game and opened up new possibilities for players.