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Showing posts from October, 2017

Never be ashamed of your process if the result is good

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Over the years I've composed quite a few songs that include my cello, but I never dared actually record and release them. I did publish some recordings before, but I've always marked them as "unfinished" or "quick sketch" or some other excuse, planning to practice more and make a better recording later on. Today I finally have one that I consider "finished", but the process ended up quite different from what I expected back then. It's called Growl, and it's a loud cello duet. Have a listen! I'd love for others to also play this composition, so I've made sheet music for it as well. Let me know if you end up playing this composition: I'd be honoured and would like to hear how it went! Score Cello 1 Cello 2 I've also made a start with making a page that collects all my music and sheet music. It currently doesn't contain much yet, but I intend to record and release all my compositions. That means I have a lot of work ahead o...

Working with generic room-based matchmaking

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When creating matchmaking for a game you can either build it all yourself, or use a generic system provided by the platform you're releasing on. Steam, Microsoft, Sony and Nintendo all offer similar room-based systems. The basic idea is that clients can create, search for and join game rooms, and the actual decision which room to join is entirely made by the client. There's very little actual logic happening in those matchmaking servers. Today I would like to discuss how they work and what benefits and limitations they come with. As far as I know most smallish games build their matchmaking using these generic room-based systems. The big triple-A developers seem to usually build everything themselves from scratch, but that's too much work and too much server maintenance to be feasible for most smaller developers. Our own game Awesomenauts initially launched using these basic room-based systems. We didn't develop our own matchmaking system Galactron until years later wh...