[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]
[press release detail]
Date: January 3
rd 2013
From: TickTock Games Ltd.
Game: Z: The Game
Platform: iOS
[press release to follow]
The first in a series of Dev Diary articles, our resident
multiplayer expert Paul Kelly gives us some details on the upcoming
multiplayer update for Z:
I’m Paul Kelly, a senior programmer and director here at
TickTock Games. I thought it would be good to share my
experiences working on a live project, one which we know many of
you have requested and we’re happy to say will be with you
very soon.
The project in question is Z Multiplayer. This has been
such a popular request over the recent months and we think
it’s now time to add this feature and keep our fan base
happy. As you can imagine, making a game like Z work with
multiplayer is no small thing, and we knew we would be dealing with
multiple networking and logical issues. However, that was
just the tip of the iceberg.
So where did we start…
We inherited the legacy code for multiplayer alongside the main
game. Multiplayer had originally been written to use
Bluetooth between two iOS devices, something that we sacked off
pretty quickly as we realised that this increased the likelihood of
devices completely losing contact with each other. We decided to
switch to using matchmaking with GameCenter instead, knowing that
this would give us a new set of problems to resolve, but we also
recognised that GameCenter gave us a controlled and stable
environment used by many other games.
The next problem we encountered was that no touches were
registered on some devices in this mode – this turned out to
be a conflict between the GameCenter user interface and the main
game user interface, so we resolved it by completely re-arranging
the structure of the user interface.
However, the legacy code had yet more nasty surprises in
store. As you know, Z is a battle between the reds and the
blues, but after a few weeks of careful analysis, the red team
seemed to have a distinct, and somewhat suspicious,
advantage. This may have been compounded by the fact that
none of the units for the blue team were being set up correctly
leaving them undermanned and underequipped on the
battlefield. A surgical strike on the legacy code took
out the offending functions, returning balance to the game, and a
welcome break from annihilation for the blues.
Z Multiplayer is now, if not a safe place to be for one of your
units, at least a stable place to be to play what is a highly
addictive game. There are still one or two bugs that have so
far eluded capture, causing the occasional freeze during play, but
we’re expecting everything to be ready for a release in early
2013.
Keep up to date with future updates by following us:
http://facebook.com/ticktockgames
http://facebook.com/zthegame
http://twitter.com/ticktockgames
http://ticktockgames.com
http://kavcom.co.uk
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