[quote]It's weird to see how even the head guy whose ultimate work this game is is able to not know the whole game (and the tools it uses) inside out.[/quote] I remember watching an interview with the head producer on Final Fantasy 12, talk about every time he plays the game he's amazed bu all the new things he found that the team put in. Granted, we're no FF, but you'd be suprised how quickly the details of a project can snowball.
ScottTykoski
Thanks Sinzer...glad to see things are clearing up for most people...it will only continue to improve. What's been frustraing around the office is that, with every patch (for the last 1.5eks), our internal tests have shown nothing but improvement. Granted, there were a few early patches where things were OBVIOUSLY worse than what was already available, but lately we've been getting 10player games going with outside players no-problem, then to have people say a patch makes pl
I once heard the proper ETA equation is... fRoughButEducatedGuess X 3 = fActualTimeIt'llTake And the scary part is, with most larger projects where several things can go wrong, the 'times three' rule is pretty accurate. :(
Brad: I wonder if players are getting into the game before all connections are officially made? If you can ready up and launch while there are green 0pings showing, that may be where the pain is coming from.
[quote]just release the beta out to the public. don't wait for monday...[/quote] If were were seing a 100% improvement rate, then we probably would, but there seem to be enough oddities to justify more tweakin'. Of course, some issues may be with the lack of players (i have a feeling skirmish and panth games will be more reliable when the patch is made official), but if we can get even MORE players into the MP goodness, then it'll be worth a day or two of holding off.
[quote] I'm sorry...[/quote] I actually got out at 12:15, so it wasn't an all nighter for me...by yeah, it'll be nice to get these MP updates finalized and polished so the team can enjoy a nice break from this crunch :(
Yeah, the key team left around 7am this morning :( All nighters blow [e digicons]
Olorin: Thanks! We'll be looking them over to see what can be seen. BigBad: Yeah, unfortunatly the logs get wiped when a new game is started :( Hopefully* the problem happens again. * I actually hope problems don't occur, but you know what I meen.
Hi guys, I don't know how many of you 'partook' in the official beta, but during these testing releases, a great way to help diagnose problems is to send over your logs for us to scan and analyze. There are two important files, the DemigodLog.txt and ImpulseReactor.log, both located in your 'documents/my games/gas powered games/demigod' directory. Send those to [email protected] , jesse@s
Hey guys, since this is a 'beta' patch, getting your logs will be of the utmost importance. As you run into crashes, disconnects, or other flakey behavior, please send your DemigodLog.txt ImpulseReactor.log's to [email protected] , [email protected] , and [email protected] . Those files can be found at 'documents/my games/gas powered games/demigod/'. Thanks
That's pretty friggin' awesome...oh how I miss playing legos as a kid :( Fun Fact: Konami used Legos to help design their levels in Metal Gear Solid 2.
Thanks for the feedback, Mr11! I know that the team is furiously working on fixes for the online component, but once that's stable they'll be moving on to gameplay tweaks and additions, and will be weighing all your suggestions when time comes to update :)