Hello, let me try to explain each one:
- Game data is saved in the server database and players can’t directly modify it.
- Maps that are not marked as <Sync> are not shared, so you can create your own cutscene and other players won’t see it.
- If there are 100 players online, then there are 100 people playing, each one controlling their own character, similar to games like WoW, Tibia, or Ragnarok. Players don’t share characters.
- It’s possible to make each character see different things on the same map using <Sync> switches and variables. You can also send, for example, level 50 players to a different map.
- Most of the game logic runs on the client side, with only the bare minimum handled by the server. This architecture is important to allow integration with existing RPG Maker plugins.
- There are a few community projects you can check out on Discord to see what the experience is like after the login screen. Credentials are stored in server database. After the login screen, you go to the game world (map scene).
I hope I’ve answered all your questions! If you have any more, feel free to ask here or on Discord.