43 lines
885 B
Markdown
43 lines
885 B
Markdown
# World Sync
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World synchronization is a long-term problem and is not part of the first prototype.
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Fallout 4 assumes a single player owns the world state. Multiplayer requires deciding which client or server controls each piece of world state.
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## World State Examples
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World state can include:
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- Doors
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- Containers
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- Pickups
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- NPC deaths
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- Physics objects
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- Quest stages
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- Workshop objects
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- Terminal states
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- Dialogue state
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## Early Approach
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The first prototype should avoid world sync as much as possible.
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Recommended early restrictions:
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- Use a custom test cell
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- Avoid lootable containers
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- Avoid quests
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- Avoid doors
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- Avoid terminals
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- Avoid persistent world changes
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## Later Ideas
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Possible future approaches:
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- Host-controlled world state
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- Server-authoritative world state
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- Cell-specific state tracking
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- Limited interaction whitelist
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- Resettable test environments
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