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Behind every action game bullet and every strategic movement a server is using electrial power. In this post I will tell you a bit about the use of power switching on the backbone network.
Here is the picture of the power used by the backbone network. All servers is connected to dual power supplies in the servers. This is for safety use, if the normal powers drops it will switch over to the backup power. We have two power feeds.
This is the power consumption in the morning Central European Time. In the morning there are lots of players and more players give more power use by the servers.
We are working as fast as we can to get the Gewehr 43 ready for frontline duty! One of the last things missing is the reload animations and I am currently finishing them. Following up on reto.Scratchliquid’s “Wonderful World of Weapons” post from Thursday, here is a quick look on the progress of the reload animation.
A lot of planning and meeting has happened this week. We have been planning for the Easter where next week is full of holidays and we are fearing a full frontal attack by chocolate-egg-laying rabbits. We have also shipped two of the guys up to Boston for PAX East where they will present the game to US press and eat a lot of lobster I presume (Note: Reto.Robotron3000 has never been to Boston and his idea that the city is full of drunk lobsters listening to Dropkick Murphys while trying to get into either MIT or Harvard MIGHT not be a correct representation of the city).
As you might have noticed we don’t have (m)any easter eggs in the game, so I thought I’d show you one of the weirder weapons that appeared in the game. Take a look at this week’s cover image and behold the Scharfshütze Schanzzeug or Sharpshooter Shovel as it is also known. :-)
Next week also brings us the Game Developers Conference in San Francisco, where we are sending a handful of people with flowers in their hair. OKAY OKAY! I’ll stop with the stupid music references now! And just tell you that there won’t be an Intelligence Bulletin next week, due to people travelling, holidays and the fact that I’ll be hiding from the easter bunny invasion in a cabin in the Swedish woods with my cat, my trusty Mauser and a bottle of moonshine.
Hopefully spring will arrive in the meantime and we can then all get back to the regular programming in a weeks time…
Have a great weekend everybody! :-)
There are many different ways to building weapons in 3D. This is the general way I approach building a weapon. As some of you might have noticed from the weekly Intelligence Bulletins we have been working on getting a German semi-automatic into the game for quite some time. In this post I will explain a bit about how we go about getting the graphics done for a new weapon. So without further ado, take a look at the Gewehr 43 in progress.
We are hard at work with new levels with shiny new tools! In today’s post I’ll tell you all about how we work, why it takes time to make a level and what we’ve been doing to remedy this.
You have to consider that for every new, unique environment we want to put in the game, there is a lot of man hours and coordination involved. The environments have been created first, that is, the textures and geological rules for how the terrain features should be generated. A new one of these is a big decision as it takes time to make and affects everything that will go in it. We stick with it for potentially many maps. Then level design and level building is done using one of the environments, and any special models can be planned alongside this. A new environment can also be planned and created alongside a level design. When planning new models, we aim for re-usability, not only to have the option to place it in other levels, but also in case anything should happen to that special level they were made for. If we decided to cut a hypothetical Paris-level, it would be a shame to have a beautiful hypothetical Eiffel-tower just sitting on our hard drives! These are just some of the considerations we need to take into account when we want new map content in the game.
Hansen is alive! The ‘Hansen’ build has fought its way unto the live servers. This is the first new build after going into Open Beta, so it contains a lot of fixes and tweaks. We have also upped the player cap in the action game from 16 vs 16 to 18 vs 18 (so 3 full infantry assault teams can fight on each side). We have also added a lot of back-end robustness and data gathering points to make it easier for us to pin-point and fix future problems and issues.
The new Android version of Mobile Command has made its way through Google’s play store and the iOS version should be ready as I type. We thought (naïvely maybe?) that the submission was faster, but we now know to schedule more time for mobile submissions. We did not submit earlier as we wanted to get as many fixes in as possible.
So now part of the team is working on hot-fixing the Hansen build and another part is getting ready to lock down the featureset for the next major build named Irwin. Then it will go in to the stabilization process as we keep moving forward through the alphabet :-)
Have a great weekend everybody! :-)
The new build named Hansen (after the Danish VC recipient Percy Howard Hansen) is now live. This is the first major build after we went into Open Beta so obviously the focus of this build is bug fixes and tweaks to the servers and backend to hopefully make the game run better, (and also to provide us with more information on things that might break so we can get it fixed).
But it is not ONLY bug fixes and boring stuff behind the scenes, we do have some new stuff in this build as well. :-)
- Improved spawning – you are now invisible for the first 5 seconds to help counter spawn camping etc.
- New Skirmish map – “The Hill” is online.
- “First blood” can be replayed by all your characters.
- Upped player limit from 16 vs 16 to 18 vs 18!
- Lots of small fixes and polish.
Many of you may think that analyzing data and running statistics is dreadfully boring, and you may be right – but for a self-proclaimed geek like myself, I actually enjoy playing around with data – especially if it poses a challenge and on top of that shows some nice or surprising patterns.
My latest “assignment” was quite interesting, as I was investigating mission wins during each played out war. Not only was I looking at faction wins for each mission, I also looked into wins for the different battle types and wins depending on which faction was the defending party.