ID:111874
 
This is for organization's sake. I am writing in necessary bits of code that can help Edreoll's engine become more flexible.

I am pending whether or not to use Edreoll as BYOND wants it or to separate the client and server codes. If the latter were to happen, I would need to make some sort of framework for sending and receiving data. However(!!!), doing so would greatly improve Edreoll's graphical animations. Since everything would already be pre-rendered, all I would need to send are some files to clients such as /map objects.
The intent is to be able to play the game as singleplayer and also to connect to a server.
I am pending whether or not to use Edreoll as BYOND wants it or to separate the client and server codes.

I'm not sure what this means or why its necessary for making the game work for single player and multiplayer. BYOND handles the details for you. You should have to do almost nothing to support a multiplayer mode.

It sounds like you're talking about having every player running their own instance of the .dmb and using Export calls to communicate between game instances. I have no idea what the benefit would be.
Most benefits would be graphical, as the server would not have to send as much data to produce the same effect -- but I am dropping this scenario and proceeding as it were before.