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Olvand is a little multiplayer sandbox RPG, where the players live in self-built towns and can go on all kinds of adventures together. Imagine living with your friends in a small town in the mountains, or creating a new group of friends in a pub in the metropole you all live in. There will be several mini-games the inhabitants of a server can play together, among which will be combat based games like King of the Hill or Capture the Flag. You will be able to play against other people in your city, or as a city against another city, or as a whole server against another server. The combat works with self-built guns, in which all kinds of powers can be combined to create unique effects.

Post news Report RSS Online play works like a charm

After using LAN to test for some time, today I managed to get internet play working!

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Hi everyone, now that I have the possibility to do news posts, I might as well use it, because today one of the most important things in Olvand's history happened: internet play worked! And not only that, it went flawlessly! Let me explain why this is such a big deal.

As many game developers will tell you, writing a networked game is hard and frustrating. This, I think, is because you have to develop something you can't really control. If the controls act weird, it's because the developer told the controls to do so; if the game is running slow, it's because the developer told the game to do so; and if the game displays the wrong sprites, it's because... you get the point. But if the connection is slow, or if a lot of messages are getting lost, the cause is some external source. All you can do as a developer is give your game a lot of tools to help it with the worst problems, and hope for the best.


It's for this very reason I postponed playtesting over internet until today, which is extremely late - recall it's a multiplayer game. I have done lots of multiplayer testing before of course, but that was on one or two computers with a LAN connection, not an internet connection. But the internet step had to be taken once, and I couldn't postpone it much longer. So today, when my friend came online, I decided to do it, expecting the worst. But what I got was... the best scenario possible! It worked like a charm, like he was playing right next to me instead of the 30 kilometers away. Even better, we also managed to discover a really well hidden non-networking related bug! Okay, in retrospect, this victory is a little less unexpected than I thought, because I already made the game handle package loss pretty well (so it could be played on bad wireless networks), and simulations showed lag wasn't really a problem. But still, with the global IP-addresses, setting up a connection with routers in the way, I don't know, something HAD to go wrong. Man, I've rarely been more happy I was wrong.


The next step is getting the game ready for Desura. Wish me luck!

If you want more development, see [twitter] or [facebook].

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