So this is it, the big task for the 0.0.4 milestone is currently in progress!
We have a basic client/server interaction using Godot's network API all under the same godot project to reduce the amount of work needed.
You can run the build with --server and/or --client to run the game as a host server, a game client or an hybrid game/server for an offline game experience.
All of this is possible with the services architecture implemented in SoM that let anyone to disable any internal service (camera, tilemaps, audio, entities, etc...)
Now, to go a bit deeper in the implementation, we are using Godot's "new" rpc system that was reworked for Godot 4: https://godotengine.org/article/multipl ... -report-2/
Godot 4 introduced a bunch of other nice features for their network API like the scene replication and a low-level ENet support but these features do not fit into our agenda due to some design limitation on their side.
So to resume, we will go with the simple solution and use rpc commands to do all of the update on our clients/server.