Germain is out of the office for a little while so I will be handling the blog a for little bit.
This post isn’t going to be as big as the others because, as we explained in the last Dev Blog (http://www.sauropodstudio.com/our-plans-for-the-future/), we aren’t doing a heavy dev blog each week anymore. We’re instead going to be writing smaller posts, but doing so more regularly. I’m planning to, once a month, do a recap of all the little breakthroughs we have had over that time. I also want to thank Kyle (AKA TheBox) who is helping me out with these little blog posts.
We’ve optimized the blog a whole lot. If you remembered last week, the blog went down… hard! Even with the new servers, it seems that we had too many people trying to read the blog at the same time. That was probably due to the fact that we hadn’t posted an update to our Kickstarter for a long while. So, when we did, we had a whole lot more people than expected follow the links. So, we used a system called ‘blitz’ to test how our system could handle the traffic. Here is the result from the first test :
Thankfully, there are a ton of plug-ins to help us out. We found one that cached the page the first time it is seen, then it distributes the cached version for each user for the next half hour before updating the cache again. Using an un-cached version is very heavy on our processors, and that’s why all the servers crashed so hard each time. The cached version is a little heavier on bandwidth, but much lighter on the CPU. This is perfect in our circumstance.
Here are the results from after the change :
You can see that there is huge improvement here, and hopefully the servers won’t crash tonight!
But why take that much time optimizing a blog? Well, fact is, it’s not only for the blog. We’re considering this as research and development. We will use the same system for the main CastleStory site, as well as the back-end, which will be hit much harder. We certainly don’t want to see the login system going down each time the traffic spikes.
Also, it seems that we failed to be clear about a few things from our last blog. So, now we’re going to fix that so everyone knows what’s going on and what to expect moving forward
Beta backers will be getting access to the prototype, but not right now. We’ll be giving all the beta backers access shortly after the V3 patch, not right when the patch releases. Why you ask? Because we need to test our new environment on a smaller scale before releasing the beast to everyone so we can avoid any crippling bugs, and do a smaller bug fix patch if we need to. We want to make sure that our beta backers, who have been so patient and supportive of us, get something that works and doesn’t have a game crippling crash bug right when they start. It’s will be much easier for us to find and fix the bug if we only have a small group testing the initial release, rather than tons more posting a whole lot of bug reports that we’d have to sort through.
The steam key are NOT yet available. They will be, but not yet. Expect a news post once we have a firm time line on it.
https://backers.castlestory.net is only for those who backed us with $50 or more. it is a form used to get the shipping information and the type of t-shirts and/or posters the backers wanted. Basically, it’s only there for backers that are getting physical rewards instead of just the game.
In one of our recent blogs, we mentioned that the linux version of the sound engine wasn’t available, which was going to make our linux release a huge pain. But now you may rejoice my little penguins! I got on the phone with the company behind our sound engine, and they will likely have a beta of their engine available in april! That’s really good news for us, because we really didn’t want to recode all the sound programming under a different engine just for one platform. But we would have, for you! But now we don’t have to, so yay! More time for the core game!
Speaking of sound, we’ve recently started integrating different sounds depending on what type of terrain the Bricktrons are walking on. Here is a video showing the differences :
The sounds also change depending on the surface when Bricktrons dig mines, cut wood or destroy blocks, wich makes the game a lot more immersive. It’s still a work in progress though, and we’ll fine tune it in the coming weeks. For exemple, we’re still struggling to create good sound attenuation over distance for the footsteps.
Also, we now have some beautiful title music. We’re also in the process of updating all the UI audio, including the new radial menu. We feel like what we have in place now just doesn’t work very well, so we’re fixing that. All of this will be included in the next update.
Sang Froid the game is now available!!!
A little while back we talked about a game called ‘Sang Froid’ from our friends at Artifice Studio. Good news! it is available on steam right now! You should definitly TRY IT OUT!
Soundtrack of the week?
I personally don’t listen to a whole lot of music outside of sound tracks, I’m more of an OST type of guy… But here is an artist from Québec City that has a great talent. He also produced a very interesting demo track for our game last year.
Thanks for reading!
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