There's a difference in the level of respect each company gives for its customers. I play PUBG a lot, but I want to see Epic win in the long run.
There's a difference in the level of respect each company gives for its customers. I play PUBG a lot, but I want to see Epic win in the long run.
2) Investing in logging early, so that your system is giving you metrics as it grows
3) Understanding that logging and metrics are a conversation that happens with a system over time. You don't do it once and then are done, it's like teaching a child to talk. You have to leave room to expand, and be actively building a 'vocabulary' in your logging and metrics that makes your day-to-day simpler.
4) KISS -- at least on the "big stuff". Your high level architecture should be 'clean' in the sense that issues can be isolated and readily assigned to a subcomponent. I find that isolated communication points that let you bifurcate responsibility are key to quick deductions. Ie the backend publishes data to a store, front-end reads data from that store, so if the data store agrees/disagrees with either you know exactly where the problem is.
They don't do QA, and their 'deploy process' takes everything down for hours. It's embarrassing.
This reminded me of this classic: https://engineering.riotgames.com/news/automated-testing-lea...
Sounds like Riot have a good head on their shoulders about how to handle testing games.
If you come from a different domain, it's important to realize that testing games is much more difficult than testing a lot of other types of software. And much like other kinds of software, when it's done well it looks easy.
I mean, what did you expect?
After that, he moved on to making his own game with a supporting development company fully centered around his ideas at his direction with creative freedom that was not limited with being a mod (ARMA 2/3) or under the restraints of a larger company (SOE/Daybreak with H1Z1).
Brendan is largely the progenitor of the video game battle royale mode, and his name carries a lot of weight in the genre itself.
two very different games fundamentally
No they are not. Sure, they have different art styles, some different mechanics, but they are the two largest Battle Royale games out right now. The only games I would consider to be closer to PUBG than Fortnite are perhaps H1Z1 and the Arma mod (that PUBG devs made).However, as for:
Why does it need to be a zero sum game with one winner
It doesn't, but I am so thoroughly frustrated with the PUGB developers that I hope they suffer financially enough to do something about their poor development practices.Your desire to see them suffer because god forbid the servers go down for five hours is an example of the shitty toxicity game developers have to deal with from fans nowadays. Blue hole isn’t Epic, they don’t have the resources or the comparable talent, but they made a really fun game. Isn’t that enough for $29.99?
A "battle royale" if you will.
When Epic started the UE4 project, they promised to take care of us gnu/linux users. I bought in the second I could. Immediately they started ignoring us. The first year and a half or so most of us Linux people were using a community fork because Epic refused to merge changes. We banded together and we're forced out of their irc and had to form another channel. I tried to be understanding, at first thinking they were low on resources. As time went on and games like Paragon (which I payed $20 for at release and which has now been abandoned, and I'm still waiting for my refund for over two weeks), and Epic started showing off how well things were going, they still basically abandoned us. There is still no marketplace/launcher on Linux, so to retrieve my $500 worth of assets I have to use a windows computer. Major bugs persist in all branches, and not just for the native editor... games like pubg would love to ship for Linux if the crosscompile tool gain wasn't an exercise in cryptic puzzle solving (which is why so many UE4 games are windows only not by choice. All pleas for more resources and love on the forums are met with comments about marketshare and how unworthy Linux is of their time and resources.
They promised us all this love and then after many of us spent lots of money on them they just ignored us. I'm thankful for the attempt for a native Linux editor, but crashes and uncompilable projects have essentially halted dev for me to the point I'm having to consider godot and blender even though they aren't nearly at feature parity, and due to epics licensing all that money on assets is wasted since those assets can only be used in UE4...
I love UE4 when it works. Blueprints, the animation and rigging system, the camera system are all wonderful to work with. I want to use it... but I'm feeling increasingly taken advantage of by Epic.
Tim, if you're reading this, how about a post mortem of the abandonware that is the Linux editor?