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 Post subject: Re: Development blogposts
 Post Posted: Tue Sep 26, 2017 3:53 pm 
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I find this super interesting and engaging because it could fix the problem that occurs in many game genres where a soundtrack simply gets too repetitive after playing it for the 100th time, even if you do have different variations of a sountrack, eventually they will wear out. Games with repetitive aspects such as RPG's, fighters and racers really suffer from this.

On the other hand, games like Ori and Journey can manage a very engaging soundtrack, but only for a couple of hours and even then there are problems with it. In Ori I remember I cleared the first escape tree without failure, which caused the soundtrack to sync up perfectly which made it epic. The later escape missions I failed a couple of times though and the whole epicness was torn apart because the track kept starting over and over again.

It'd be interesting to see how a program will react to such kind of hard-resets when a player loses a life. In a way you want him to notice that he made a mistake, but hard-stopping the soundtrack leaves such a bummer in terms of sound.

Even if I probably understand only half of it, the idea is truly fascinating. I'd love to see some more updates on this project so make sure to post them! :O

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 Post subject: Re: Development blogposts
 Post Posted: Thu Sep 28, 2017 10:13 pm 
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Zold wrote:
... I'd love to see some more updates on this project so make sure to post them! :O

I post random bits of music that it generates on Twitter/Instagram/Tumblr so if you follow me there you can hear them. :) Here's one I just posted:

https://twitter.com/JoostDevBlog/status ... 1098233856


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 Post subject: Re: Development blogposts
 Post Posted: Fri Sep 29, 2017 5:07 pm 
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Awesome, thanks!

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 Post subject: Re: Development blogposts
 Post Posted: Sun Oct 15, 2017 6:11 pm 
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New blogpost on development of Awesomenauts! This one is about building matchmaking using the systems that Steam/Sony/Microsoft/Nintendo provide. In other words: the pre-Galactron era.

Working with generic room-based matchmaking

Image


I'm slowly working through the things we learned about matchmaking during the history of Awesomenauts. The next matchmaking post will be about why we switched from the system described here to Galactron.


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 Post subject: Re: Development blogposts
 Post Posted: Sun Jan 07, 2018 4:46 pm 
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New blogpost about development of Awesomenauts! This one is about how we tried several approaches to matchmaking in the years before we added Galactron, and what problems we encountered with those. For example, the one in the image below shows why the old matchmaking system was much worse at matching premades with each other than Galactron.

The limitations of matchmaking without server logic

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 Post subject: Re: Development blogposts
 Post Posted: Sun Jan 07, 2018 6:13 pm 
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Oh, I can see this is going to cause so much discussion.

I can see it now.

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 Post subject: Re: Development blogposts
 Post Posted: Mon Jan 08, 2018 12:21 pm 
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The system itself is not bad, at all, dota uses it too for similar reasons.
The only problem really is the execution :/

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 Post subject: Re: Development blogposts
 Post Posted: Mon Jan 08, 2018 2:44 pm 
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Location: In my palace, mixing my martinis with paint thinner and a healthy squirt of epoxy adhesive.
"In theory, it's great" is not the most reassuring thing in the world, I will admit.

I can fly, in theory.

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Say no to SAM wrote:
Give this guy a duck for making such a good job with this thread

Nekomian wrote:
Give this guy a duck lololol

DeezNauts wrote:
Nobody can see it. Maybe instead of asking for ducks, you should put it in your signature.


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 Post subject: Re: Development blogposts
 Post Posted: Sun Jan 28, 2018 4:44 pm 
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New dev blogpost! This one is about how until 2016 we had a 4 minute static screen for matchmaking without any type of interaction, how we improved that a bit in 2016 with Galactron, and some ideas on things that could improve this further.

Entertaining players while waiting for matchmaking

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 Post subject: Re: Development blogposts
 Post Posted: Sun Jan 28, 2018 8:45 pm 
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add a (voluntary) deathmatch while waiting and have it be such that a kill gives you 1 awesomepoint. that way it doesn't matter who wins or if the matchmaker cuts the session off early.


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