About Session
“Rollback Netcode” is understood by many to be the state of the art of networking technology for building fast-paced online games where every frame counts. Of course, it isn’t quite as simple as installing the “”rollback”” package and ticking a box.
Using examples from Thunder Lotus’ 33-player co-op action roguelike, 33 Immortals, we will explore how using a predict-rollback multiplayer framework influences all aspects of the production, from game design decisions to art and animation. Building a rollback multiplayer game presents unique architecture and development challenges, while also creating opportunities for gameplay that would otherwise not be viable.