Defining Awesome
  • Status Updates

  • Written by . Posted at 2:14 pm on September 5th, 2010

    Good news: is that I have everything prepared for the alpha release. Simple deployment takes a lot of time and effort but I got it ready even with an installer. Bad news: is that private testing revealed that the performance of the game over network is bad and takes too much bandwidth. It’s barely playable at this point and I need at least a week to fix this.

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    6 comments.

    1. How to these very complex fps shooters get that bandwidth problem solved?


    2. You ommited the “everyone” for no reason. For shame.

      Don’t break your back.


    3. omg! u teasing bastard! good luck.


    4. Hummm..
      back to the netcode.. =/

      Good luck


    5. How to these very complex fps shooters get that bandwidth problem solved?

      Their netcode isn’t very good haha.
      Besides that a 2D game requires a lot more detail than an FPS because you see everything straightforward. In an FPS you can hide a lot of things, you won’t notice glitchy animation that much for example.


    6. Actually 3d games transfer MORE data, by the nature of the game itself. However it’s how you create the game that determines whether it sends plenty or little data.

      That being said, 3d multiplayer FPSs have pretty bad netcode. They got the basics working right, but as soon as they have to do anything more complicated, problems happen.

      Battlefield 2142 is an example: while the infantry/vehicle warfare works fine, you have those giant ships that are something of a cross between movable floating island geometry and vehicles. As soon as the developers had the task of coding moving geometry, the game remains to this day full of crashing servers, crazy lag issues, geometry glitches and all sorts of stuff that shouldn’t happen.

      Netcode ain’t easy. Good luck.


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