over 5 years
ago -
Pagan: Absent Gods
-
Direct link
Transcript (by Youtube)
1s | [Music] |
---|---|
5s | hello everyone and welcome to another |
8s | dev vlog this one is going to be focused |
10s | on the programming side of the |
12s | development I'm Daniel |
14s | the lead programmer on pagan online I |
16s | oversee all the work that front-end and |
19s | back-end programmers are doing also |
21s | working on integrating and connecting it |
24s | all in the project hello I'm Lada the |
26s | lit technology programmer on pagan |
28s | online I mostly work on the backend side |
30s | of things and my name is Roya under the |
32s | gameplay programmer and I work on stuff |
34s | that directly affects your gaming |
36s | experience in this dialogue we will |
38s | explain our general workflow and talk |
40s | about some of the most common issues we |
42s | plan to address for the release and |
44s | beyond hope you find it interesting I or |
56s | a little boy Asad |
59s | it all starts in the beautiful minds of |
61s | our game designers they're the ones that |
63s | point out the gameplay features and |
64s | loops and present us with the document |
66s | that gives us an idea on what is |
68s | expected to be implemented before going |
70s | further with the implementation |
71s | programming team will discuss the best |
74s | approach and there is usually some back |
76s | and forth between the programming team |
77s | and game designing team before we end up |
80s | with a compromise that satisfies both |
82s | parties here |
84s | we also discussed if we need to expand |
86s | our back-end systems to make those game |
88s | design ideas a reality for instance |
91s | things like co-op leaderboards and |
94s | similar cannot work without back in |
96s | support after everything is pretty much |
99s | set in stone we move further with |
101s | planning of the execution time frames |
103s | and all that stuff depending on the |
105s | complexity of the feature |
106s | it is either scheduled for the next |
108s | patch or a few batteries down the line |
111s | game development is an iterative process |
113s | and we are almost never quite finished |
115s | with the feature and so we need to |
116s | change and improve a lot of things with |
118s | those changes and reworks often come new |
121s | bugs and performance issues some of |
123s | which we will talk about today |
126s | since we are getting close to the |
128s | release date we are putting a lot of |
130s | effort in making our back-end as stable |
132s | as possible we are constantly changing |
133s | and improving our scripts and systems |
135s | that deal with our server environments |
137s | databases etc sometimes things don't go |
140s | as expected and the players are affected |
143s | in the most gruesome way progress wipes |
147s | we have identified some of the causes |
150s | and we'll work on getting those bugs |
152s | scratched by the time of release and we |
155s | will put extra effort in trying to |
157s | identify instabilities that may arise |
161s | optimization is something that you can |
163s | never do enough of to this day the |
165s | programming team was mostly tasked with |
167s | creating new features and content for |
169s | the release build we were aware that the |
171s | inventory system was affecting players |
173s | the most in the early stages of the |
175s | early access period and have assigned a |
177s | few people to deal with it directly in |
179s | one of the earlier patches we have |
181s | deployed a completely reworked system |
183s | and hopefully you've noticed the |
185s | difference no more waiting for server |
187s | messages while moving items around as we |
189s | finish working on features we can |
191s | dedicate more time and people in |
193s | improving more of those systems as well |
196s | as general CPU and dpo performance the |
201s | performance issues that are in the game |
202s | are affecting cooperative play |
204s | experience - and coupled with server lag |
206s | those issues become even more noticeable |
208s | and disruptive to the field of the game |
210s | as we change the way we handle Lewton |
212s | enemy spawns in arenas and make those |
214s | systems more optimized the co-op |
216s | experience will reap the benefits as |
217s | well we have a few people dedicated to |
219s | identifying and fixing performance in |
221s | core play as more and more team members |
223s | become available our progress in core |
225s | performance optimizations will become |
227s | even more noticeable since we are |
231s | finishing the production of the features |
232s | that we have set in the roadmap for the |
234s | BFP one two and three we will finally |
237s | have time to address the elephant in the |
239s | room |
239s | the lack of campaign co-op the campaign |
241s | was something that we have wanted to |
243s | make playable in the party from the |
244s | beginning but we were pushing it back |
246s | until we answer all the design questions |
249s | that might pop up in production now that |
251s | we have an idea how to change our |
253s | dialogue and if |
254s | and systems we have started making |
256s | campaign cop something that will find |
258s | its way into the game at some point for |
263s | campaign co-op we have a few back-end |
266s | system that we need to modify a bit |
267s | currently we have servers which are used |
270s | for assassinations expeditions and other |
273s | mission types when playing in a party |
275s | speaking of the backend side of things |
277s | there is no reason we can't use the same |
279s | servers for campaign levels as for the |
282s | front-end the actual gameplay side we |
284s | still have a lot of work the quest and |
286s | dialogue systems have been extended a |
288s | bit to support shared experiences now |
290s | all we need to do is rework all the |
292s | campaign barrels to support play in a |
294s | cooperative party mostly this involves |
296s | just fixing bugs which are planned in |
298s | the current state of the gameplay code |
300s | as of now in our development builds one |
302s | of the party members which is usually |
304s | the leader is chosen to be in control of |
306s | the events in the campaign battle |
308s | dialogues will be played out for both |
309s | players and they will both see the same |
311s | events in the campaign level but only |
313s | the quest leader will be able to control |
314s | the stages of those dialogues and events |
316s | we might explore implementing a system |
318s | where both players need to click to |
320s | advance the dialogue a similar system we |
322s | are using for teleports at the end of |
323s | battle but for now this is what we are |
325s | working with if both players are on the |
327s | same quest they will both get quest |
329s | completion at the end of the level the |
333s | release date is coming closer and closer |
335s | and they are all ecstatic about it we |
337s | are dedicated to developing the game |
338s | after release so most of the problems |
341s | will be solved eventually we will |
344s | monitor our servers and make sure they |
346s | are working optimally for your enjoyment |
348s | and our team of gameplay programmers |
350s | will work on addressing any bugs you |
352s | might find in the game that's all for |
354s | now until next time see you in pantheon |
362s | [Laughter] |
367s | you |