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Add multiplayer #117
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Could also make it client-server, probably would be easier, and a basic Digital Ocean droplet is only $4 a month. |
Probably best to do this once the core game functionality is somewhat settled so that changes don't affect this. |
While core functionality is basically done now, I think this is something I'd probably want to do post-#20 |
The more I think about it, the more I realise that #20 will likely take a very long time to implement - I'll do some investigation on this issue to see if it could be any quicker. If so, this might be the first cab off the rank. |
At this point, my investigation borders on actually doing it, so I'll commit. |
Will want to add some more statistics and achievements for this too. |
When this is done it would be worth making a new issue to update to Python 3.12 - there's a chunking method in |
A number of files will probably be over 1000 lines at the end of this - should make new issues to refactor those once this is done. |
Will need to update the screenshot when done |
Might be worth making an issue once this is done to convert the save file format to use the new minified quads format |
Also will need to update the README to mention routers needing UPnP |
Once this is done, make an issue to implement turn timers (and potentially other game settings) |
Will need to migrate old float yields for quads to be ints - just round |
Once this is done, make a new issue to expand save naming - include faction, turn, game name for multiplayer? Basically just make it easier to tell which save is the one you're looking for. |
Probably will want to do a sweep over the entire codebase just to make sure everything still makes sense. |
Eventually, it would be cool to have multiplayer functionality. Probably will be P2P.
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