I apologize if this is a stupid question - I'm very new to networking code, but I'm experimenting and learning.
I'm building a multiplayer game which uses the "networked platformer" demo as foundation. I've added a lot of stuff onto it myself, and it works great.
Naturally, as I add more stuff, more data needs to be synched.
But about 80% of the data I need to send would only needed to be sent ONE time, because it does not change.
For instance, each player has his own "stats" - which never change. Neither does his sprite (or image_index), his color, or a lot of other stuff. Mostly it's his position/direction/image_angle and his projectiles - moving stuff.
In the demo, the things that are static such as the color of a player, is sent continously. But, is this necessary?
In my game, all players meet up in a lobby before the game begins. My idea is for them to exchange all static data there ONCE, and then somehow remember that data for the rest of the actual session, updating only CHANGING stuff.
I still want the client to draw the player objects like in the demo, but instead of drawing them based on data constantly being received in the networking event, I want it to be based on some kind of stored data from the lobby that is only sent/received once.
Is this possible, or do I need to synch all stuff all the time like in the demo?
If it is possible, any toughts on how I should "store" the static data for reference?