Day 45 — Multiplayer Testing, Private Builds, and Visual Sync Issues

Context

Today was focused on validating the game in a true multiplayer environment. After a lot of pre-emptive refactoring, it was time to see how everything actually behaved with more than one player.


Multiplayer Testing

I ran several multiplayer tests and had to push a private build multiple times to iterate quickly on fixes. This surfaced a number of bugs that only appear in multiplayer contexts.

Most systems behaved as expected:

  • Core gameplay loops functioned correctly
  • Persistence held up across sessions
  • Player interactions did not interfere with one another

Visual Issues for Non-Primary Players

The main blocker I found was a visual sync issue:

  • Everything looked correct for the first player
  • Any additional players had missing or incorrect visuals

After digging into it, I was able to track down the root cause. I didn’t apply the fix yet, but at least the problem is now well understood.

Current State

While the issue isn’t resolved yet, today was still productive. Identifying multiplayer-only bugs early is exactly why this testing phase exists.


Summary

What I accomplished:

  • Tested Island Crossing in multiplayer.
  • Iterated through multiple private builds.
  • Fixed several multiplayer-related bugs.
  • Identified the cause of visual issues affecting non-primary players.

What I learned:

  • Multiplayer bugs often hide behind single-player assumptions.
  • Visual sync issues are easier to reason about once isolated.
  • Early multiplayer testing prevents much larger problems later.