<?xml version="1.0" encoding="UTF-8"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
    <title>dabar.dev @ blog - multiplayer</title>
    <subtitle>writing and stuff</subtitle>
    <link rel="self" type="application/atom+xml" href="https://dabar.dev/blog/tags/multiplayer/atom.xml"/>
    <link rel="alternate" type="text/html" href="https://dabar.dev/blog"/>
    <generator uri="https://www.getzola.org/">Zola</generator>
    <updated>2026-06-28T00:00:00+00:00</updated>
    <id>https://dabar.dev/blog/tags/multiplayer/atom.xml</id>
    <entry xml:lang="en">
        <title>About Multiplayer</title>
        <published>2026-06-28T00:00:00+00:00</published>
        <updated>2026-06-28T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              David G.
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://dabar.dev/blog/multiplayer/"/>
        <id>https://dabar.dev/blog/multiplayer/</id>
        
        <content type="html" xml:base="https://dabar.dev/blog/multiplayer/">&lt;h1 id=&quot;a-brief-history-of-time&quot;&gt;A brief history of time&lt;&#x2F;h1&gt;
&lt;p&gt;Sorry Stephen, actually it&#x27;s been quite some time ever since I&#x27;ve started this game, and never thought I will be able to release it on Steam. Well.. to be fair in Early Access for now. Back in 2022 (started around the same time as &lt;em&gt;cough cough&lt;&#x2F;em&gt; Escape The Backrooms although they hit completion whereas I didn&#x27;t), I thought this is just gonna be a one-time project in Unreal Engine 4, make something for a week and just drop it, but I guess it stuck to me. For quite some time.&lt;&#x2F;p&gt;
&lt;p&gt;Never thought I will be getting this far, and I am very thankful. Although 2024 hit me like a rock ever since, I wasn&#x27;t able to release as many updates as I did before, but that is alright. It&#x27;s time to look back, reflect, and take the lessons from then.&lt;&#x2F;p&gt;
&lt;p&gt;As a small reminder for whoever is reading this, whether you&#x27;re a developer, musician, artist, student; you name it, never forget &lt;strong&gt;to take a fucking break&lt;&#x2F;strong&gt;. I do understand hard work does pay off, but at this point you are balancing your work more than yourself. Yes you need to make profits, yes most likely that &lt;em&gt;work&lt;&#x2F;em&gt; of yours is even your job, but you must take it easy. That&#x27;s something I did not take into account, and hit a very big creative block, burnout...? Maybe...? I don&#x27;t know the difference between burnout and hiatus. Hold on.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;clears throat&lt;&#x2F;em&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Alright so after a Google search, &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.wordnik.com&#x2F;words&#x2F;burnout&quot;&gt;&lt;em&gt;burnout&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; is the exhaustion in doing stuff when you&#x27;re exposed to a lot, think of it like this: You are piling in a month&#x27;s work in a week, very locked in, very focused, you get progress after progress, but after some time you start to see that fade out and eventually avoid it. I mean that&#x27;s what happened with me. I was not aware of it, after hours and hours spent daily I then realized: &quot;Ok, but what now?&quot;. Or stuff like &quot;Nah I&#x27;ll do it later&quot;. This stacked up, and well... postponed... and postponed... and also decreased the motivation and focus of what I wanted to do because of distractions.&lt;&#x2F;p&gt;
&lt;p&gt;But what about a &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.wordnik.com&#x2F;words&#x2F;hiatus&quot;&gt;hiatus&lt;&#x2F;a&gt;?&lt;&#x2F;p&gt;
&lt;p&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.wordnik.com&#x2F;words&#x2F;hiatus&quot;&gt;Hiatus&lt;&#x2F;a&gt; is the outcome apparently, the pause itself, you can have a burnout without a hiatus. And a hiatus without a burnout. What separates the two is that... well... let&#x27;s say a hiatus is something you can see coming, you know it&#x27;s happening: &quot;Guys I will be taking a break from all this game dev stuff since I got some other stuff to do, but I will continue back eventually.&quot; Burnout, not so much. As for me, I kinda pushed through and barely took breaks, if even, and lead to the stage I kinda am in now.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;is-it-a-burnout&quot;&gt;Is it a burnout?&lt;&#x2F;h2&gt;
&lt;p&gt;Most likely, but this &quot;burnout&quot; seems to be fading away and it&#x27;s more of a hiatus mostly. Some stuff in my life don&#x27;t allow me to go fully 100% in Budget Backrooms yet. We will get there, or just take it slow. Eventually.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h1 id=&quot;multiplayer&quot;&gt;Multiplayer&lt;&#x2F;h1&gt;
&lt;p&gt;Now that the rambling is done, getting the game on Steam allowed me to experiment with the Steam platform (thanks &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;store.steampowered.com&#x2F;publisher&#x2F;lorygames&quot;&gt;Lory&lt;&#x2F;a&gt;), and oh boy do they offer a lot on the SDKs (as long as you use C++ of course to either expose blueprint nodes or just make normal code). Peer-To-Peer was the most plausible solution for Budget Backrooms since I won&#x27;t need to worry in paying any server fees.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;integrating&quot;&gt;Integrating&lt;&#x2F;h2&gt;
&lt;p&gt;While the first-time integration of Multiplayer was a pain in the ass, because Unreal Engine had a lot of issues getting to recognize the SDK, for some reason I had to use the in-built one. Apparently even disabling &lt;code&gt;OnlineSubsystemSteam&lt;&#x2F;code&gt; helped sometimes, but I enabled it back. To put it short, the beginning part was a pain. And also a lot of rubberbanding was present.
&lt;video width=&quot;1280&quot; height=&quot;720&quot; controls&gt;
&lt;source src=&quot;https:&#x2F;&#x2F;remote.dabar.dev&#x2F;s&#x2F;0ibgsdt7ym2j&#x2F;Desktop%202024.02.14%20-%2013.47.50.22.mp4&quot; type=&quot;video&#x2F;mp4&quot;&gt;
&lt;&#x2F;video&gt;
&lt;small&gt;I mean... it was still something right?&lt;&#x2F;small&gt;&lt;&#x2F;p&gt;
&lt;p&gt;After some weeks later, rigorous testing later and some more config files changed, it was fixed. Somehow. While I was at it (losing my brains) I also made &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;open.spotify.com&#x2F;playlist&#x2F;15aenVa26sUMKGbjovej5r&quot;&gt;this playlist on Spotify&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;blockquote&gt;
&lt;p&gt;Well then, what now? You got that fixed right?&lt;&#x2F;p&gt;
&lt;&#x2F;blockquote&gt;
&lt;p&gt;Ehh... let me present to you...&lt;&#x2F;p&gt;
&lt;h3 id=&quot;even-more-integration&quot;&gt;Even more integration.&lt;&#x2F;h3&gt;
&lt;p&gt;At this point in time (June 2026) the &quot;hidden Multiplayer mode&quot; is still lacking:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;Whole game ported from Single-Player logic to Multiplayer, and thus making stuff replicable (show the same stuff).
&lt;ul&gt;
&lt;li&gt;Although good luck for me since this is the hardest step to do thus far. Unlike other engines, &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=JOJP0CvpB8w&quot;&gt;Unreal Engine overcomplicates everything for some reason&lt;&#x2F;a&gt;.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;&#x2F;li&gt;
&lt;li&gt;Player Model.&lt;&#x2F;li&gt;
&lt;li&gt;Names over player&#x27;s heads.&lt;&#x2F;li&gt;
&lt;li&gt;Lobby System (do we need one?).&lt;&#x2F;li&gt;
&lt;li&gt;Joining Sessions over Steam Overlay.&lt;&#x2F;li&gt;
&lt;li&gt;Spectating system.
...yeah okay this is kinda a lot. By the way you can access it early by switching to the &lt;code&gt;nightly-dev&lt;&#x2F;code&gt; branch inside Steam.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h2 id=&quot;what-now&quot;&gt;What now?&lt;&#x2F;h2&gt;
&lt;p&gt;While Multiplayer won&#x27;t be abandoned, it is not my main focus for now, since it requires me to change most of the game&#x27;s logic. &lt;strong&gt;It is not guaranteed Multiplayer will release&lt;&#x2F;strong&gt;. I said multiple times on Discord and polls that &quot;Yeah MP will be out trust&quot; but it seems I cannot be able to keep my word. It was not a promise from what I can recall, but it is a lot of work to do. And I am sorry for saying this but I will not guarantee it will end up in the final version.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;h1 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h1&gt;
&lt;p&gt;Until the coast is clear that the game&#x27;s code will be cleaned up from my side, slowly but surely, I&#x27;d love to focus on the base game first and then possibly adding Multiplayer. I did not have in mind nor expect the game&#x27;s demand for Multiplayer will go so high (since the game itself was supposed to be Singleplayer), which, I am thankful.
Good things require time.&lt;&#x2F;p&gt;
&lt;p&gt;-dabarDev.&lt;&#x2F;p&gt;
</content>
        
    </entry>
</feed>
