A tutorial on how to handle client synchronization in real-time multiplayer games like Phaser Quest.
This is a new tutorial from Jerome Renaux, written as a result of his work on Phaser Quest: "In a previous article, I explained the basics of making a multiplayer online game. From there, many improvements are possible and desirable with respect to clients synchronization, especially for more complex games such as Phaser Quest.
A crucial aspect in real-time multiplayer online games is to keep all clients synchronized. In other words, to make sure they all share a similar view of the state of the game, without any discrepancies. The state of the game corresponds to the positions of all players and non-player elements, their status, the actions they are performing, and any other variables that can have any impact on the game itself."