My earliest gaming memory is standing on a milk crate to play Blue Shark (1978) because I was only 5 and couldn't see or reach the controls otherwise
One of my favourite useless gaming facts is that the progenitor of Super Sprint was Sprint 2, which was the first one in the series. Sprint 1 released a couple of years after Sprint 2. The 70s were weird.
See you at Rezzed this weekend! We don’t have a stand but if you see us wandering around, please say hi! Happy to show you our game if you like 😊
I don't know if other games bother with this, but you can play our game offline and it'll still save any high scores it can't send until next time you're online, because you just *know* that's when you'll have your best run. Encrypted obvs so at least not trivially exploitable
My hobby: assuming that other people *must* have solved a glaring problem and therefore I must find a way too, without actually checking
- Wow this is a pain, how do other games handle it?
- Read threads bitching about popular indie games having empty or non-existent leaderboards when bought on GoG
Beginning to realise I'm trying to solve a problem most games don't bother to (unified leaderboards whether you're on Steam, GoG, Itch etc), and why they don't bother to 🤔
Having spent ages this week sorting out edge cases with player profile management just for leaderboards I can see the attraction of just leaving it all up to Steam et al
It still feels like quite early days for Nakama, there are gaps (like you can't page backwards in leaderboards, only forwards), but I'm submitting PRs to help fill them and the team is responsive. And it's #golang so any I wrote would be very similar anyway, might as well share
I've posted the second part of my blog series on setting up a game server using Nakama on Google Compute Engine: http://www.stevestreeting.com/2018/03/21/setting-up-a-game-server-using-nakama-on-google-compute-engine-part-2/
Our T-shirts have arrived in time for us to be walking billboards at Rezzed next month 😂 Marie's first time designing silk screen shirts with limited plate colours, think she did well 👍
Just published the first entry in a new blog mini-series: Setting up a game server with Nakama on Google Compute Engine http://www.stevestreeting.com/2018/03/20/setting-up-a-game-server-using-nakama-on-google-compute-engine-part-1/
If this interests you, let me know! Part 2 is in progress already but beyond that it depends on interest
I told Marie I'd put the announcement live and her calm, measured response was: "Aaaaaaaaaaaaaaaaaaaaah" 😂
Oh and hey, nice golang workflow: hacked a server change on WSL locally, then sent that built copy directly to Google Compute Engine (same arch), one binary deploy. Cross-compile is easy in Go too but such a nice simple path
I've submitted 2 PRs to Nakama already this week, one for the Unity client and one for the server itself, separate issues but both related to tightening security a bit. Nice to give back and to know you can hack on your infra when you need to
Completed proof of concept for basic player profiles & leaderboards with Nakama, running everything locally on WSL. I like it so far. Next up is trying to run it on Google Cloud Platform, which I've never used before. What could possibly go wrong? 😜
Added a bullet point to Future Game Project 32: "Somehow beg Mitch Murder to do the soundtrack (lol jk, no wait srsly)"
No *you* just wasted lots of time swearing at Wireshark because you forgot Windows doesn't capture loopback packets via normal interfaces, unlike macOS