![]() We have fully implemented potions and they are server authoritative as well.Getting our idol and potion systems working server-authoritatively, so you can complete your character build (and survive!). On this note, I may only provide updates in this department in the future when there are really significant finds! We are constantly improving our game code to be more efficient, much in the same way we have done with our graphical performance. We’ll continue to further optimize the server footprint up to release. We are now in a range where it’s efficient enough to host our game servers at mass scale. In the last month we managed to reduce our server memory overhead by quite a bit (~30%).We are optimizing our “netcode” to significantly reduce the size of the data we need to send between the server and clients, as well as optimize our gameplay code to reduce the amount of computations we send to the server in the first place. We are profiling our server to reduce its size online in order to allow us to put more servers on a single machine. Optimizing our server size in order to save cost, and this comes in two major forms: server optimization, and “netcode” optimization. Our work over the next few months will be focused on interpreting and using the data to maximize online stability, and gain insights about players.ĥ. Adding more data points is fairly trivial for us to do - even for things such as items. ![]() We also successfully added player data collection for things such as class, abilities, levels, and more. We are now storing our game server health metrics on a very popular and large scale cloud service. There are so many data points a high quality Action RPG wants to collect, and how we collect and store them is as critical as the data itself.
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