Oh, nice, congratulations on releasing it on Steam ^^
For me, I decided to go (for now) with the lobby system (for “FPS” lofr), where lobby creator becomes the server. That will change if I ever get to get a dedicated server.
Anyway, I’ve tried to deal with networking by all clients sending the input messages to server, and server broadcasting inputs from each client (and himself) to everyone else, but… when testing it with 2 game instances and connecting via localhost, desync happens almost instantly.
Now I’m working on Settings screen while thinking about what combination of state + event messages would be fit… not to mention dozen other things (tanks falling through ground in certain circumstances, camera lagging on occassions, art being ugly). So much work for solo dev. X)