Multiplayer [BTS]
Welcome to the Digital Arena
Hello, SwordFall fans and curious developers! Today, we're pulling back the curtain on one of the most important aspect of our game: the multiplayer system that lets you cross blades with opponents from around the world. Ever wondered how your epic battles actually work behind the scenes? Let's dive into the digital wizardry that makes it all possible!
Joining the Queue
When you hit that "Battle" button, a fascinating process kicks off. Think of our matchmaker as a really picky party host who wants to make sure you have the best possible time:
- Your Digital Identity: The game looks at important stats about you - your level, your MMR (Matchmaking Rating), and whether you want a casual or ranked match.
- The Search Begins: We then send out a request to our matchmaking server with a special query that says something like: "Find me someone playing the same game mode, around level 25, with an MMR between 1200-1400."
- The Waiting Game: While you're seeing those cool spinning swords on your loading screen, behind the scenes we're holding your place in line with something called a "ticket" - think of it as your spot in the virtual queue.
- The Perfect Match: When we find someone who's a good match for your skills, our server says "I've found someone!" and introduces both of you to a special digital arena just for your battle.
Joining the Battle
Once we've found your opponent, things get really interesting:
- The Connection: Your game connects to a shared virtual space (what programmers call a "match"). It's like both players stepping into the same arena, but through the internet!
- The Handshake: Your game introduces itself to this arena. This whole process happens in milliseconds.
- Ready for Battle: The game state transitions from "MATCHING" to "WAITING_PLAYERS" and eventually to the actual battle when everyone is ready.
How Data Flows
During your epic duels, your games are constantly talking to each other in a secret language:
- OpCodes: Every action in the game - swinging your sword, blocking, using a special move - is translated into what we call an "OpCode" (operation code). Think of these as shorthand messages like "PLAYER_ATTACK" or "PLAYER_BLOCK".
- Message Passing: When you perform an action, your game sends a tiny message to the server saying something like "Player 1 just used ability #3!" The server then tells your opponent's game about it.
- Subscriptions: Your game is constantly "listening" for specific types of messages. It's like having different team members each watching for specific signals - one watches for attacks, another for special moves, and so on.
Why Optimization Is Our Obsession
In SwordFall's turn-based combat, network efficiency isn't just a technical concern—it's a core gameplay element. With only a few seconds per turn, every moment spent waiting for data to transmit is tactical time lost. Delays actively reduce how many actions you can execute before your turn expires, potentially undermining your carefully planned strategy. A sluggish connection could mean the difference between executing your perfect finishing move or watching helplessly as your turn timer runs out. That's why optimization is at the core of everything we do:
Why Every Byte Counts
- Not All Networks Are Created Equal: Our players connect from everywhere—college dorms with shared WiFi, rural areas with limited bandwidth, mobile networks on commutes, and high-speed fiber connections. We want everyone to have a fair fight regardless of their internet situation.
- Battery Life Matters: Constantly transmitting large amounts of data doesn't just affect your gameplay—it drains your device's battery. By optimizing our data usage, we help your epic duels last longer before you need to reach for a charger.
- Global Reach: SwordFall has players worldwide, which means data often travels thousands of miles. The less data we send, the faster it arrives.
How We Keep SwordFall Slim
We've implemented several clever techniques to minimize how much data SwordFall consumes:
- Binary Over Beauty
We often work with raw bytes instead of prettier formats like JSON when sending messages. This might look less elegant to developers, but binary data is much smaller than text-based formats. While a JSON representation of a player might take 50+ bytes, we can encode the same information in just 12-16 bytes using binary formats. - The OpCode Magic
Rather than sending full text descriptions of actions ("player_one_performed_attack_number_3"), we use numeric OpCodes as a shorthand. This is like having a secret codebook where "7" means "attack" and "8" means "block"—much more efficient than spelling everything out! - Delta Compression
Instead of constantly sending the entire game state, we only transmit what's changed since the last update. If only your health changed, that's all we send—not your deck, action points, and everything else.
For example, in a typical frame:
1. Full state approach: 100+ bytes per player per frame
2. Our delta approach: Often less than 20 bytes when only small things change - Prioritized Updates
Not all game events need the same update frequency:
Critical actions (attacks, blocks, dodges): Immediate transmission
Position updates: Frequent but compressed
Cosmetic effects: Lower priority and sometimes handled locally
This tiered approach ensures the most important gameplay elements never lag, while less critical visual elements might be slightly delayed in extreme network conditions.
How We Keep SwordFall Smooth
Prediction Systems
One of our most powerful tools against laggy connections is predictive movement:
- Client-side prediction: When you press "attack", your character starts the animation immediately on your screen, without waiting for server confirmation
- Server verification: The server validates the action is legal
- Reconciliation: If something unexpected happens (like an opponent blocking that you couldn't see yet), the game subtly corrects the outcome
This creates the illusion of zero-latency gameplay even when there's significant network delay.
Bandwidth Adaptation
SwordFall constantly monitors your connection quality and adapts accordingly:
- Strong connections: We might send slightly more frequent updates for extra smoothness
- Struggling connections: We automatically scale back to the essential data only, prioritizing gameplay over visuals
The result? Even on a spotty coffee shop WiFi, your sword strikes still land when they should.
End of Match
After an epic duel, there's still work to be done:
- Battle Records: We save the details of your matches, creating possibilities for replays and battle histories.
- Clean Disconnection: Your game politely says goodbye to the match server, freeing up space for other players' battles.
- Stats Updates: Your performance affects your MMR and other stats, which influences who you'll match with next time.
Real-World Results: The Numbers Behind The Magic
Our optimization efforts have paid off in real, measurable ways:
- Average data usage: ~15 KB per minute of gameplay (about 1/100th of what streaming a low-quality video would use)
- Minimum viable connection: SwordFall multiplayer remains playable on connections as slow as 256 Kbps
- Latency tolerance: The game feels responsive even with ping times up to 200ms
To put this in perspective, you could play approximately 65 hours of SwordFall multiplayer using the same amount of data as downloading a single high-resolution movie trailer!
Challenges We've Overcome and Those We're Still Tackling
Building multiplayer isn't all glory and victory poses! Here are some challenges we've faced:
- The "Wait, That Didn't Happen!" Problem: Ensuring that what you see on your screen matches what your opponent sees.
- The Dreaded Lag Monster: Developing systems to keep the game feeling responsive even when internet connections get spotty.
- The Matchmaking Balance: Creating algorithms that find you opponents quickly while still ensuring they're at your skill level.
We're still working on:
- High-latency regions: Improving gameplay experience for areas with consistently high ping
- Connection transitions: Maintaining session integrity when players switch from WiFi to cellular networks
- Data compression: Researching even more efficient serialization methods for game state
What's Next for SwordFall Multiplayer?
We've got exciting plans for the future of SwordFall's multiplayer:
- Enhanced Replay System: We're working on saving your epic battles so you can rewatch them and share your greatest moments!
- Guilds: Share replays with your guild members and develop team strategies.
- Tournament Mode: Competitive brackets for the ultimate SwordFall champions!
- Enhanced region-based matchmaking: Connecting you preferentially to players in network-optimal locations
Be Part of The Solution!
As a SwordFall enthousiast, you will be able to help us optimize even further:
- Try the optional "network metrics" feature that anonymously reports connection quality
- Join our beta program to test new networking approaches
- Give us feedback when you experience any network-related issues
Next time you play a multiplayer game, think about all the digital magic happening behind that "Battle" button. Your sword swings are traveling through the internet, orchestrated by complex systems, all to create those heart-pounding duels you love!
What multiplayer feature would you like to see next in SwordFall? Let us know in in our Discord server!
The SwordFall Dev Team