Archive for the ‘indie games’ Category.
 				
		
				
				2013/06/18, 18:40 by checker
				
                                                       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, […]
 
				 
		
				
			 
	
						
			
				
				2013/05/21, 01:13 by checker
				
                                                       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 […]
 
				 
		
				
			 
	
						
			
				
				2013/05/06, 19:25 by checker
				
                                                       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. […]
 
				 
		
				
			 
	
						
			
				
				2013/03/18, 01:37 by checker
				
                                                       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 […]
 
				 
		
				
			 
	
						
			
				
				2013/03/03, 18:28 by checker
				
                                                       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 […]