🌐 Alpha NET 2. Development Update
Development of Alpha NET 2 is moving forward at full speed!
Since the initial announcement, I have implemented several major systems:
- 🌍 Shared Events
- ⚔️ Shared PvE Battles
- 🆚 One-on-One PvP Battles
In this development update, I would like to take a closer look at some of the brand-new systems introduced in Alpha NET 2, as well as the improvements made to features previously available in Alpha NET Z.
🚗 Vehicles
Players can now use vehicles while exploring the map.
At the moment, each vehicle can only be used by one player at a time. In the future, I plan to add support for multiple players sharing the same vehicle—for example, one player acting as the driver while the others travel as passengers.
🔌 Quick Reconnection
If a player becomes disconnected for any reason—such as a network interruption or an unexpected game error—they can now safely return to the active session.
The plugin preserves the player’s character state, including:
- Character parameters
- Inventory and equipment
- World Data (switches and variables)
- Last known position on the map
After reconnecting, the player can continue from the same place where the connection was lost.
Note about the video: I am using debug shortcuts to quickly return to the game from the Title Screen. In the release version, players will use a dedicated and user-friendly menu to reconnect to an existing session.
💾 Multiplayer Save and Load System
Saving and loading multiplayer games follows a similar principle.
Any player can now save the current game locally. This means that only one participant needs to keep the save file—the same save file does not have to exist on every player’s computer.
Later, that player can load the session through a dedicated multiplayer load menu. Other players can then connect to the restored game and continue playing with their characters.
This makes multiplayer saves much more flexible and removes the requirement for every participant to be present when a game is saved or loaded.
🎯 Event Start Conditions
Alpha NET 2 no longer uses the old Event Start Options system. It has been replaced with script-based conditions.
Unlike the old options, these conditions can be used:
- Multiple times within the same event
- At any point inside the event command list
- In combination with standard RPG Maker conditions and branches
As a reminder, Alpha NET Z allowed Event Start Options to be configured only once, at the very beginning of an event.
The following script conditions are currently available:
- IsNetActorInGame
- IsMyNetActor
- IsNetActorOnMap
- IsNetActorIsBusy
- IsNetActorInEvent
More detailed explanations and practical examples will be included in the documentation and demo project.
🔄 Event Command Synchronization
Event command synchronization is still available, but the new system is simpler, cleaner, and more compact.
The synchronization target can be configured for different situations (examples):
- For all connected players
- For characters 2 and 3 only
- For character 2, but only if that character is currently on the map where the event was started
More information and practical examples will be provided in the documentation and demo project.
🌍 Shared Events
Shared Events are events that run simultaneously for all participating players. Their primary purpose is to make synchronized multiplayer cutscenes possible.
As in Alpha NET Z, a Shared Event can use one of two start modes:
- Required — the event waits until the necessary players are ready.
- Optional — the player can cancel an event without waiting for the players.
Shared Events also support RPG Maker’s Wait commands.
One important architectural change is that only an RPG Maker Common Event can now be used as a Shared Event.
This restriction was introduced to provide more reliable synchronization of event commands between all connected players.
⚔️ Shared PvE Battles
Creating a Shared Battle is now much easier.
The new system uses a single command and one clear rule: a Shared Battle can only be started from inside a Shared Common Event.
Note about the video: Sorry about the sound —I forgot that the battle BGM music was playing from two clients at once
Shared Battles are also more resistant to connection problems. If one of the participants disconnects or encounters an error, the battle will continue normally for the remaining players.
Each participant can now leave the battle independently by escaping, as long as escaping was enabled in the command that started the battle.
Shared Battles currently support every standard RPG Maker MZ battle mode:
- Turn-Based
- Time Progress — Active
- Time Progress — Wait
Both standard battle layouts are supported:
- Side View
- Front View
🆚 PvP Battles
PvP synchronization is one of the most technically challenging features in Alpha NET 2, and it is still under active development.
However, the first working version has already been implemented.
At the moment, Alpha NET 2 supports:
- One-on-one PvP battles
- Turn-Based mode
- Front View battles
Note about the video: It's a little confusing, since both clients are right next to each other, and as it stands, it's not clear which one is performing which action.
This is only the first stage of the PvP system. Its capabilities will continue to expand as development progresses.
🗓️ Release Plans
Alpha NET 2 version 0.9 is planned for release in August and will be available to all of my Patreon and Boosty subscribers.
This early version will allow subscribers to test the plugin, report issues, and provide feedback before the commercial release.
After the testing period, version 1.0 is planned for September. This version will be available for purchase and licensed for commercial use.
Support for RPG Maker MV is planned for a future major update after the release of version 1.0. The initial release remains focused on RPG Maker MZ.
⚠️ Development Notice
Alpha NET 2 is still under active development.
All information in this post reflects the current state of the plugin at the time of publication. Features, behavior, compatibility, and release plans may change as development continues.
Thank you for following the development of Alpha NET 2 and supporting my work! 💜
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