Syncing World State in a Multiplayer Co-Op Mod
For the Ratchet & Clank (2002) multiplayer mod project, I've always wanted to somehow fully sync the world state between the clients, but it's hard to do in a way that's stable and reliable. Adapting single-player games for multiplayer is always difficult because of core assumptions made during development that are hard to unravel when adding extra players. Enemies are hardcoded to look for Ratchet's current coordinates, mobys (Insomniac's term for "game objects") only update when they're close to the camera, triggers are hardcoded with only 1 player in mind, and more. There are some different ways to potentially deal with this to sync events, triggers and mobys between players.
I've played around with some options and partially implemented others already. One option I tried early on was to hand over control of a moby to the nearest player, which resulted in a very unstable and unreliable experience. Nearest player control would be
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