Flushing the cache
April 26, 2013 – 4:14 amRandom things that have happened over the last few months, but never deserved their own entry…
We visited Miami (very cool, relaxed vibe. Perfect weather in December, cannot imagine living there in August), we visited New York (very busy, very loud, very crowded, still cool. Was nice to meet with some ex Starbreeze folks again)…
… and we “shipped” a game:
It’s been a great ride so far and a completely new experience for me. Shortly after returning from post-Darkness 2 vacations we started experimenting with new projects. In March 2012 we had an idea and not much else. ~6 months later we hit a closed beta. It still sounds a little bit unreal. Did I mention our team was less than 10 programmers for most of that time? I’ve seen it in the past, but I’m still amazed by the efficiency you get with small and experienced team. In many cases it took minutes to go from idea to implementation.
I will not pretend I knew much about the whole free-2-play thing, because I didn’t it. I still don’t, but I learned a thing or two on the way. That layer apart, it’s been a really interesting technical challenge. We did not have all the third-party mechanisms you can rely on usually, no Steam (well, we are on Steam, but it’s only one of the options), no Xbox Live, no PSN, all in-house tech.
The best (…and worst) thing about this kind of project? We’re never really done. We made some really major changes since first starting in October. For example, at one point we decided it was time to finally bite the bullet and retrofit a host migration. We changed our lobby idea few times, we keep adding new stuff obviously. The other thing that’s cool & scary at the same time is number of people playing (we’re usually sitting in the Steam Top 10 + we have our “own”, non-Steam players) and how it affects rare bugs. Suddenly these once-in-a-blue moon cases happen few times a day (don’t even want to think how it looks for DOTA2 guys). No theory is too crazy… I’ve seen repeatable crashes caused by same packet dropped twice, then delayed. You can’t really hope to repro these bugs, it boils down to sifting through megabytes of logs and then trying to create a test for your hypothesis. Challenging, but fun (…I’m probably saying that because most of the heavy offenders seem to be fixed now).




























