When you’re making an online multiplayer game, you have to worry about the community that builds itself around your game. In the beginning the worry is, “Will there be a community at all?” If you’re lucky and don’t screw things up too badly, and people like your game, a community will start growing around it, [...]
Archive for the ‘indie games’ Category.
Check out Loadtesting for Open Beta, Part 1, Part 2, and Part 3 to read the previous installments of this epic tale! It’s been a while since the last update in this series, sorry about that! At the end of Part 3, I mentioned the SimCity launch giving me pause about my goal of testing [...]
Update: Okay, the video is up from this talk, it’s a mix of general indie game stuff, some SpyParty and The Witness stuff, and miscellaneous stuff: Jonathan Blow and I will be answering—or trying to answer—questions from the audience on Wednesday, May 8th, at 7pm PDT in San Francisco as guests of the SF IGDA. [...]
Read Loadtesting for Open Beta, Part 1 and Part 2 to catch up on the spine-tingling story so far! When we last left our hero, our differential state update change was a resounding success and reduced the network bandwidth utilization from 98% to 3%, and it looked like we could move on to optimizing the [...]
In our last exciting episode of Loadtesting for Open Beta, we did some initial profiling to see how the lobbyserver held up under attack by a phalanx of loadtesting robots spawned in the cloud. It didn’t hold up, obviously, or the beta would already be open. Specifically, it failed by saturating the server’s 100Mbps network [...]