Rollback Networking in INVERSUS

INVERSUS. is a fast-paced shared-screen multiplayer game for up to four players. It is the type of game that would traditionally be local-multiplayer, and for a long time I thought latency issues would make it a poor candidate for online. Late in development, I committed to adding online support with the mindset that a “playable but inferior” experience would be better than nothing, but I ended up with something hard to differentiate from its local counterpart! While the subject of networking can cover everything from matchmaking, to choosing a map, and finally playing the game, I’m only going to be discussing the gameplay portion. I want to break down how I made the split-second actions of INVERSUS into a polished online experience.

View the full article on the Hypersect blog.