Good to know!
I have a couple of questions:
1. Support for dedicated servers is a planned feature, correct? So I can start building a game now that I envision running on a dedicated server one day, and then switch it over when the time comes?
2. My game world is separated into screens, much like the old Zelda games. A player on one screen would have no need to synchronize movement, attacks, etc. with a player as long as they're on another screen; this should massively cut down on data being sent back and forth at any given moment. Is this doable, to say "only synchronize player movement if you're within the same area of the game world"? I assume yes?
3. There's no planned PvP, only PvE. Nor is there twitch competition for PvE kills. So if one player's movement looks a little janky to the other, or one player sees themselves killing a mob on their screen but in fact the other player got the kill, that's totally okay.
4. In terms of saving progress -- can't Construct2 connect to a web server via any number of methods already, even prior to online multiplayer support? If all that's required is the Client to say "Hey, here's my unique ID, and here's my save data," and the Server to reply "Sure madame, I'm savin' your data right here, tip o' the hat" and fetch information from a database when asked, that sounds pretty feasible. Especially if I have a high degree of trust in the players and am not obsessed with preventing them from cheating.
5. The main way my players influence each other without being on the same screen together are through accomplishing world-changing events. If one player assassinates the king, another player on the other side of the world may find NPCs start discussing how the king was assassinated. In practical terms, this means global variables. When GlobalEvent.RoyalFamily.King.Assassinated? goes from 0 to 1, that needs to update for all players, but it's not the sort of thing that would be at all bandwidth intensive -- obviously, the players aren't assassinating kings left and right, on a 'fully populated' server (this game is meant to be played with a few dozen people on a server, any more than that and you'd want to make a new server) you'd probably have a Global Event variable being altered every hour or two. Can I write a simple rule that says "all GlobalEvent variables sync between all players whenever they're changed"?
6. Separately from all of the above... I can use Scirra to create solid-feeling Zelda-style combat, right? That's become fairly easy at this point, I hope?