So after getting the dungeon generating I decided it was time to start on some networking. To debug I wanted to export a headless server build, but it turns out I can't run that unless I get an apple developers lisence. Which I don't want to do just for development testing.
Enter option two:

GET ROTATED! is running on one of these bad boys. I have two of them running Ubuntu (the one in GR! and this one) so this should work out. The goal right now is to get a demo of SdTd ready for the play test night on March 8th at WarpZone.
For the demo I need:
Character Selection:
At least four different samurai to choose, this menu can be minimal (just buttons with names on them). But if I have some time I will give this some juice.
Test Level:
I can save the procgen for Louisville Arcade Expo which is a few weeks after play test, I can hand craft a level for the playtest night. It will be a lot easier to get that working than what I've been trying to smash into a networking workflow.
Networking:
I will run two instances per machine. I could probably run all four but this will be a good benchmark for the arcade machine and for when the game eventually goes online. But this means I need a server build and client build. That's an easy export option so it won't be a big deal once I can get networking to work.
Next steps:
Because I am going to be switching between my mac and the Ubuntu machines, I'll need to set up a home network to make my workflow easier. I have an old raspberry pi 4 and an external hard drive so I'll just repurpose those as a home network.
I'll get the home network set up between laundry and the zine meeting then after that I'll have a better idea of how my new workflow will go, which will give me a good idea of how much of this I can get done before the play test night. The backup plan is to just get a single player version working with 3 different base enemies, two elite enemies and a single boss. All of which I will need for networking anyway but networking is the bottle neck right now.