There are dozens, maybe hundreds of weird little tricks we’ve done to try and hide the delay as best we can. So what good netcode is about is not getting rid of delay, but hiding it. ![]() There’s just nothing you can do about that. There’s nothing you can do to speed up data going from you to the server and back. If we had built the game of our dreams and then said, “Hey, engineers make it work online.” That would’ve been rough, but we built online first and we had our design team tailor the way that the game works to what the netcode could handle. The second blessing is we were able to attack the networking first and not the gameplay. There are some lessons we can learn from rollback that we can bring here, but we can’t do what we’ve done in the past to get this to work. So we’re tackling an entirely new set of problems. We had to build client server to hit the player counts we wanted. But we had been working on rollback games, which are peer-to-peer, and they sync in a very different way than something client-server. We’re very lucky to have the engineers we have who really know and understand these problems. It’s an extra nightmare for melee games as well. That’s the nightmare for a battle royale, right? GamesBeat: What technical hurdles did you folks have to overcome? A lot of net synchronization issues, I’m sure. And you can fully explore the city at your own pace and really get to know it, which is awesome. ![]() So you won’t have to worry about battle royale or anything like that. But for launch, we did add a new mode called playground mode that will let you drop in with no game mode running. It’s quite a big space, and it’ll take lots and lots of matches for you to really get the hang of knowing the city. And you’ll have to choose, “Hey, which, which hot spots do I want to drop at in this ring and what kind of routes do I want to run this time?” It really keeps you on your toes. The starting circle encompasses maybe three or four of the 16 or 20 neighborhoods that are on the map. And one of the ways we get that for you is, hey, you’re going to start in a different neighborhood every time. So, instead of having one favorite spot that you always go to or one route that you always run the game has a heavy emphasis on improvisation. What’ll happen is, even though you have this really large map, when you launch into the map from the cannon on the battle barge, the ring will pick a subsection of the map. So the infrastructure of this place kind of supports all of this tomfoolery. It’s built in the tradition of all these people in the society wanting to be the champion of the rumble. Heart: I’m not sure how to define that exactly. Those things all just kind of fell into place once we started to work more towards this 40 number. ![]() The pace of the match, the amount of encounters you had, the amount of people in the city, your ability to recognize a player who you have had encounters with later in the match. We weren’t exactly sure what that number was going to be from the offset, but as we prototyped the game, we found that there were a lot of advantages to having this group of 40. ![]() Heart: We wanted to pick a number that was going to have a nice game flow. GamesBeat: I was noticing it’s 40 players. And then they pitched it and we got funding for it. But we also thought probably not possible. Then, as the story goes, at a bar one night, co-CEO Chelsea Blasko says to co-CEO Adam Boyes, “let’s do a wrestling battle royale.” They thought that was funny enough to bring to some of the engineers and designers to pitch around. How can we do that?” And those types of conversations were always kicking around. Many years of, ”Hey, what if we did more than two players and try to make the netcode good. I feel like we’ve always been on the forefront of really high quality net play as well for these games. We did Third Strike Online back in the day. GamesBeat: How did you folks come up with the idea for a melee battle royale?Īdam Heart: Melee combat is in our DNA.
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