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Re: Friday Facts #50 Growing secretly

Posted: Tue Sep 09, 2014 4:50 pm
by BurnHard
kovarex wrote:Edit: I know that Starcraft made it deterministic, so it has to be possible :)
Have you read this very interessting article written by a starcraft 1 developer?

http://www.codeofhonor.com/blog/tough-t ... -starcraft

Re: Friday Facts #50 Growing secretly

Posted: Tue Sep 09, 2014 6:36 pm
by Martoon
Looks like some good resources here: http://gafferongames.com/networking-for ... terminism/

Forrest Smith (Gas Powered Games developer) recommended this in an article on determinism in Supreme Commander).

Re: Friday Facts #50 Growing secretly

Posted: Tue Sep 09, 2014 7:47 pm
by xng
I am really looking forward to some new content in the near future when the office move is done. Not having anything new (it is how it seems anyway for a singleplayer guy like me) except for some changed graphics since january when oil was introduced. The 8 months long bugfixing run needs to meet an end soon is my highly personal opinion, because this game feels like it will be awesome if it ever gets anywhere.

TY for making it!

Re: Friday Facts #50 Growing secretly

Posted: Wed Sep 10, 2014 11:54 am
by MF-
BurnHard wrote:Have you read this very interessting article written by a starcraft 1 developer?
http://www.codeofhonor.com/blog/tough-t ... -starcraft
The entire blog is quite intereseting.
Thanks for the link.

Re: Friday Facts #50 Growing secretly

Posted: Wed Sep 10, 2014 12:05 pm
by BurnHard
MF- wrote:
BurnHard wrote:Have you read this very interessting article written by a starcraft 1 developer?
http://www.codeofhonor.com/blog/tough-t ... -starcraft
The entire blog is quite intereseting.
Thanks for the link.
You're welcome.

Re: Friday Facts #50 Growing secretly

Posted: Wed Sep 10, 2014 9:15 pm
by MF-
From that blog I also reached some notes about networking in Age of Empiries
http://www.gamasutra.com/view/feature/1 ... hp?print=1

To me it seems quite similar to the system planned for factorio.
It's detailed in some factorio's to-be-solved parts too
(i.e. handling lantency and GPU power differences)

Re: Friday Facts #50 Growing secretly

Posted: Thu Sep 11, 2014 6:34 am
by Flux Faraday
>> ... But I'm coming to a realisation, that although the game can become bigger and bigger, the feasibility of getting to the point of having 0 bugreports and no tasks on the todolist is comparable to the feasibility of filling the infinite space with sphere made from very limited amount of resources.

Hmmm. Well you could "simply" make the bugs a little smarter, or make them mod-controllable so the modders can do it (maybe they are already), and call it done. It's already a wonderful game. You should save something for factorio 2 (or whatever comes next) :)

("simply" is in quotes because nothing in game programming is ever very simple)

Re: Friday Facts #50 Growing secretly

Posted: Fri Sep 12, 2014 12:19 am
by ible
Flux Faraday wrote:>> ... But I'm coming to a realisation, that although the game can become bigger and bigger, the feasibility of getting to the point of having 0 bugreports and no tasks on the todolist is comparable to the feasibility of filling the infinite space with sphere made from very limited amount of resources.

Hmmm. Well you could "simply" make the bugs a little smarter, or make them mod-controllable so the modders can do it (maybe they are already), and call it done. It's already a wonderful game. You should save something for factorio 2 (or whatever comes next) :)

("simply" is in quotes because nothing in game programming is ever very simple)

Simply making bugs; I can do that.

Re: Friday Facts #50 Growing secretly

Posted: Fri Sep 12, 2014 4:38 am
by Flux Faraday
ible wrote:Simply making bugs; I can do that.
lol. Yes, I should have said "biter," not "bug" :)