How Demigod's Networking Problems Were Fixed
The launch of Demigod was troubled by piracy and networking difficulties, which publisher Stardock worked quickly to correct. They've now released a documentary that gives a detailed look behind the scenes of diagnosing and fixing those problems. It includes meetings, interviews with the devs, and part of the bug-tracking process during a frenzied 108-hour work week.
Am I supposed to watch half an hour of videos before they tell me what they actually did?
Couldn't you just, you know, summarize it for us?
...yet another Demigod Slashvertisement.
I've spoken with, and listened to, several game developers over the years and it just strikes me how different they have been to the guys on this. I'm watching the videos and it reminds me of my college days geeking it out with other geeky types and screwing around with code.
Very different from the professional environment that you find in a lot of studios these days. They often seem to be run more like a Hollywood Movie or similar to commercial software companies and less like a college startup.
But then again I've not played (or heard of) Demigod before this, and if they can produce fun games that's all that is really important. :)
i've been there, i'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.
If you mod me down, I will become more powerful than you can imagine....
A Government Solution:
1. Pass regulations that don't allow buggy releases.
2. Require dev studios to make games of each genre.
3. Give special legal powers to developers to unionize, preventing firings, and forcing employers to deal with them.
4. Give companies billions after they fail, and claim it was a failure of the free market.
5. Appoint a Game Czar.
6. Takeover the game companies, firing the company heads and appointing government stooges.
7. Transfer ownership of the company to the government, give a minority stake to the developers.
8. Make great games!
Mine is Good
No to be a troll or anything but they haven't fixed multiplayer. They've released several patches over the past few weeks that have fixed issues but they tend to introduce more problems then fix.
The game is good and I enjoy it a lot, but my god every time my friends and I decide to play we debate on rather we want to deal with all the connection issues. You spend more time waiting to get into a game lobby then playing the actual game.
Like I said the game is good, and it has its share of issues even outside of multiplayer but to say its fixed is long from the truth.
I've summarized the technical reasons given by the three videos.
Executive Summary:
Seems like their peer-to-peer architecture exasperated otherwise common matchmaking and NAT transversal problems that should be expected and thoroughly tested when developing networked games.
Video 1:
Video 2:
Video 3: