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Steam News16 October 20214y ago

GOO2 | New Multiplayer Model

We wanted to give a behind-the-scenes look regarding some elements around the development that made Guardians of Orion (Phase 2) a reality: PRE-PRODUCTION (2017) The first and foremost aspect we had to complete was the

In this update11

Full notes

Full Guardians of Orion (Phase 2) update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions5 changes0 removals
  • UI and audio
  • Server
  • Fixes
added(2017)The first and foremost aspect we had to complete was the concept of what we wanted to do with GOO2. This changed a few times, originally starting as just a small quality-of-life patch to fix a dozen or so aspects. This later finalized and we eventually settled on a sizable and formidable product revamp, focused on core quality changes: • New Multiplayer Architecture • Better Graphics • Better VFX & SFX • Boots Faster • Loads Faster • Reduced File/Install size • Improved Gameplay Sandbox
changed(2018-2020)Part of the initial hurdle was all of the core changes -- but the biggest obstacle was restoring the multiplayer functionality across things like development changes, legacy servers, engine changes, plugin changes and various others. This process was all the years leading up to now.
fixed(SPRING 2021)This monumental hurdle was fixed shortly before you all were invited to start playing the alphas/betas in Spring 2021 (April/May).
changed(SPRING 2021)During the last playtest (#003) in early May 2021 we received an update about a bug that I believe we mentioned during one of the earlier tests where we almost had to cancel or postpone test #1 or #2 relating to a 3rd party server issue.
changed(SPRING 2021)Long story short: The server architecture was creating duplicates beyond our control and as a result this was doubling the costs. We reached out to the partner that handles this service and had them begin looking into it. They ended up finding a fix but it only lasted temporarily.
changed(SPRING 2021)LEGACY ARCHITECTURE Most importantly and during that time they had mentioned that because it was a bug using a legacy (deprecated) server type that they may not submit a fix for this which means that the cost bug was to be expected to survive indefinitely.

Guardians of Orion (Phase 2) changes

addedThe first and foremost aspect we had to complete was the concept of what we wanted to do with GOO2. This changed a few times, originally starting as just a small quality-of-life patch to fix a dozen or so aspects. This later finalized and we eventually settled on a sizable and formidable product revamp, focused on core quality changes: • New Multiplayer Architecture • Better Graphics • Better VFX & SFX • Boots Faster • Loads Faster • Reduced File/Install size • Improved Gameplay Sandbox
changedPart of the initial hurdle was all of the core changes -- but the biggest obstacle was restoring the multiplayer functionality across things like development changes, legacy servers, engine changes, plugin changes and various others. This process was all the years leading up to now.
fixedThis monumental hurdle was fixed shortly before you all were invited to start playing the alphas/betas in Spring 2021 (April/May).
changedDuring the last playtest (#003) in early May 2021 we received an update about a bug that I believe we mentioned during one of the earlier tests where we almost had to cancel or postpone test #1 or #2 relating to a 3rd party server issue.
changedLong story short: The server architecture was creating duplicates beyond our control and as a result this was doubling the costs. We reached out to the partner that handles this service and had them begin looking into it. They ended up finding a fix but it only lasted temporarily.

We wanted to give a behind-the-scenes look regarding some elements around the development that made Guardians of Orion (Phase 2) a reality:

PRE-PRODUCTION

(2017)

The first and foremost aspect we had to complete was the concept of what we wanted to do with GOO2. This changed a few times, originally starting as just a small quality-of-life patch to fix a dozen or so aspects. This later finalized and we eventually settled on a sizable and formidable product revamp, focused on core quality changes: • New Multiplayer Architecture • Better Graphics • Better VFX & SFX • Boots Faster • Loads Faster • Reduced File/Install size • Improved Gameplay Sandbox

REPAIRS

(2018-2020)

Part of the initial hurdle was all of the core changes -- but the biggest obstacle was restoring the multiplayer functionality across things like development changes, legacy servers, engine changes, plugin changes and various others. This process was all the years leading up to now.

REACHING THE REMEDY

(SPRING 2021)

This monumental hurdle was fixed shortly before you all were invited to start playing the alphas/betas in Spring 2021 (April/May).

THE NEW SETBACK

(SPRING 2021)

During the last playtest (#003) in early May 2021 we received an update about a bug that I believe we mentioned during one of the earlier tests where we almost had to cancel or postpone test #1 or #2 relating to a 3rd party server issue.

Long story short: The server architecture was creating duplicates beyond our control and as a result this was doubling the costs. We reached out to the partner that handles this service and had them begin looking into it. They ended up finding a fix but it only lasted temporarily.

LEGACY ARCHITECTURE Most importantly and during that time they had mentioned that because it was a bug using a legacy (deprecated) server type that they may not submit a fix for this which means that the cost bug was to be expected to survive indefinitely.

CONVERSION OPTIONS Our only option at this point was to spend the time/resources to convert to either their new (non-legacy) 2.0 dedicated server model or to spend the time and resources doing an entirely different model -- player hosted:

PLAYER HOSTED SERVERS

("REWRITE")

(SUMMER 2021-)

In the end we decided to move forward with [player hosted] because of a few reasons:

#1 - PLAYER-FIRST FOCUS There was no guarantee that a similar problem wouldn't happen with 2.0 as legacy over time and this ultimately leaves it in our (developer) and your (player) control.

#2 - LONGEVITY You can play as long as you want over time, just like Prelude.

#3 - STABILITY You can host your own games, won't matter where you are in relation to the old goo1 servers.

#4 - DEVELOPMENT The actual workflow and development process is improved because we no longer have to compile multiple builds, upload a server build, deploy a server build and then connect with separate game builds to test out changes and features (which if anything was wrong, make said change and repeat that process) which could easily add hours per any server-related task.

TOO LONG; DIDN'T READ

(TL;DR)

Initially we had to do a full REPAIR which reached completion in early 2021 when the first Alpha Test was released and players got to experience the game for the first time. Right after this an external 3rd party issue had forced basically a full REWRITE.

It has been quite the

Source

Steam News / 16 October 2021

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