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In the fifth issue of the diary, we, as promised, answer your questions from here . On some of them we have already answered in the most discussion on some we would like answer more fully. Question 1: Do you plan the implementation of possibility to reconnect to the gaming session in the case of departure from it, and Is it technically possible? Answer: The problem of recconection is closely linked with the method of synchronization of the game, which is used in the Gem 2. Currently we used full synchronization of all game events for all participants. This method has some advantages over the others: the game cheats through the use of third-party software on the client machines are excluded (the game will detect a mismatch of resources at the first event of synchronization and exclude the player from the session). Moreover, the game runs identically at each time point on all machines , i.e. each event occurs at the same time for each player. In case of disconnect, will need to provide for the disconnected player the same state of the gaming scene, as other players have, to restore the session. To put it bluntly, the game will need to collect a huge patch about all states of all units, all of the objects in the scene and send it to the disconnected player. This process is very time-consuming and huge by the amount of information transmitted. For the players it will be as follows: when one of the players disconnected - the game will forcibly put to a pause, stopping all new events - all sit and wait until the disconnected player fix the internet, until his client will gather all the data for synchronization and apply them. In the end, even if we spend a significant amount of time refactoring base code, the result will be quite controversial. We think that would be much more useful to focus our efforts on solving a priority and unambiguous problems. Nevertheless, we are aware of this problem and have some thoughts about its solution. Question 2: The troops will continue to appear in the spawn point, or will come from behind the edge of the map? Answer: Yes, the units still appear at a certain point which planned by the game designer. Primarily, this is done for the convenience of the users themselves. We are confident that fans of realism can easily make a couple of mods, where spawn of the units will occur out of the map. Question 3: Should we wait for single campaigns and cooperative scenarios, where the death of a key character leads to the failure of the mission? Answer: Soldiers: Arena - is, first and foremost, the multiplayer project and single campaigns are not currently planned. At the same time, we understand that players like to use their skills to solve all sorts of tactical tasks set by game designers. Therefore, we have developed several cooperative missions, in which the group of players will need to solve such problems for successful completion. And this is not the limit - in the future direction of the PvE game will be developed alongside with the development of PvP modes. Will they be small and tactical or big and massive? Most likely, both. We think, all of our players can find such gameplay, which is closest to them. And it is very important link between the players and the people, who make the game. Why else we are releasing DevDiaries. ;)
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