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?
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....
When a game has problems and they don't publish details everyone bemoans that fact that they are so closed about it. "Just be up front and honest about it, we understand there can be problems..." everyone says. Then when some does that everyone starts crying out " Cheap bastards are just trying to get free advertising... ".
The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
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: