I'm currently in the early progress of writing a game which I eventually will want to improve in most aspects.
How can I skip out on writing network code yet leaving it fairly easily implemented, that is, not having to rewrite the entire game just to add it.
What do I have to keep in mind?
I have a component pattern where I separate physics/collision-detection, game logic, data types and animating/rendering from each other.
How do I write a client and server that doesn't have any network code implemented yet can be tested locally?
What should I do in the client and what should I do in the server? Should I sort of just pretend I have network code finished and send messages between server and client and account for delays etc. even though there will be none?
Edit: It's planned to be a top down RPG. Simple multiplayer where you host a server for your friends is what I'm thinking, so cheating isn't that much of an issue (who would like to play with cheating friends?). Still I'd like to go with a "The server is always right"-approach.
Edit 2: I guess I'm looking for some pointers on what my mind set should be like. How should I handle keyboard input, animating, etc, instead of just applying every effect/change instantly. Hmmm, I may need to read up properly on networking before going anywhere after all, which was what I had hoped to get away from by making a network skeleton of some sort that could work locally.