DevLog #16 - Keep on keep'n on!

posted in Jaden's Blog
Published March 30, 2017
Advertisement

Well, after our game, "Valley of Crescent Mountain" has been greenlit, we are now getting in as much content as we can! We are very excited to start preparing this game for release on Steam. Part of that process is streamlining what we already have implemented. One of those things is our networking system for the tiles. We were lazily replicating all of the tile data at once, and we wondered why the loading on the network was so slow! I made a system tonight that splits up the tiles into sections and replicates the data for those separately! This turned out to work well as I tried to take the tile amount up a notch to over 16k, and there were no loading issues on the network at all! I suppose the motto always is with networking, "only send what you absolutely NEED over the wire."

3 likes 3 comments

Comments

Navyman

"only send what you absolutely NEED over the wire."

While "TONS of Data" is great to have, sometimes it just creates more overhead than it is worth. Players' immersion is a key reason lag is so hated.

April 01, 2017 06:05 PM
eppo

Oh those trees - so nice and marshmallowy.

April 02, 2017 02:47 PM
Navyman

It has been some serious time since the last post. Anymore updates we can know about?

April 11, 2017 09:03 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement