This week there was a recent bug discovery that caught my attention. With any game, especially one in beta, there are going to be bugs regardless of how hard you try to prevent them. The nature of the beast is if you have a game then you have bugs in your code. Some bugs are […]
Archive for the ‘programming’ Category.
New build! This is a relatively quick update since the last one, but with one fairly small change with potentially large consequences on the Veranda map: I’ll write more about this change later, but the impetus for doubling up the statues at the front of Veranda was a series of player-designed and requested game modes. First, […]
I just realized that since I finally opened the beta, I can now post the release notes for the new builds here publicly without getting a torrent of “Send me an invite!” blog and facebook comments and tweets! Yay, I am so happy to be out of the invites business! I’ll do a post with numbers from […]
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 […]
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 […]