Flying Squirrel Entertainment

Developer's Corner => News & Announcements => Topic started by: Vincenzo on November 17, 2012, 06:05:14 pm

Title: Developer Blog 1 - All about Networking
Post by: Vincenzo on November 17, 2012, 06:05:14 pm
Developer Blog 1 -  All about Networking

Well, that has been one hell of an exciting announcement! The feedback and excitement we have received this week has been overwhelming, and we are proud to say that in just one week we have raised enough to hire our musician to start recording! So be ready for some awesome Drum/Fife/Trumpet and Fiddle tunes coming your way!

Starting today, there will be a weekly dev blog that will keep you up to date with the production of the game.

Next is the Developer's shack. In some developer blogs one of our team members will write a little piece about some of the work they are doing, to give you some more detailed information on Battle Cry of Freedom. This week our main programmer Maxim “Vincenzo” stepped up to explain a little about how we are providing the huge amount of players we have promised!


(https://www.fsegames.eu/images/homepage.jpg)

Networking
I know it, we are insane!, 500 players... It seems impossible right? Well In our first dev blog we will explain some concepts on how we will get this to work.

When designing this network engine we had the following requirements:

With these ideas in mind we went to the drawing board.
The big bottleneck for any multiplayer game with a lot of players, is the server. Figuring the average server would have an Intel Quadcore, and a 100 mbit uplink, we put the requirements for our server to half of these specifications, so a host could run two fully crowded servers on one server box.

First of all we should understand why high player counts are such a challenge, the reason behind it is the exponential amount of data.
In the average FPS game, one player generates about 0.5 Kilobytes of data per second while he is playing the game, this information has to be sent from the server to all other players.

Imagine a 100 player server, that would mean the server receives 0.5 Kilobytes of data from each player, but is sending out 50 Kilobytes per second (0.5 * 100) towards each player..., which would mean the total upstream of the server would be 5000 Kilobytes per second (50 KB/s * 100 players), which is already about 40 megabits total upstream!

Now, imagine a 200 player server, that would come down to (200 * 0.5) = 100 KB/s * 200 players = 20000 Kilobytes per second total upstream which is more than 156 megabit!, which is far more than the average server upstream link... 500 players would even come down to more than 976 megabit upstream which is virtually impossible.

So... how do we do it then?


Only send data when it is actually changed.
A player basically runs a simulation of the world. He gives input such as movement, attacks and other interactions. This input is sent directly towards the server, which processes the input and applies it to the game. These changes are then further sent to the other clients.

Most network engines simply send a constant stream of the latest state-data such as buttons being pressed, directions players are looking at and movement data to all players, for each player, as you might have guessed this creates a lot of redundant data.

In our design we only send changes, for instance if a player turns around, only his turning is sent, and once he stops looking around no further messages are sent for that player, at least until he interacts with the game world again. Same goes for movement, as soon as a player holds forward, only that is sent, as soon as he lets go of the button, that is sent.
This can save enormous amounts of data, because most players are usually not constantly moving/attacking/looking around or interacting with the game world.


Compress data, lossy, to acceptable values.
As you saw before, the amount of data sent is important, saving a single byte per player per network message could come down to 500 bytes already which is half a kilobyte! As such we apply heavy compression on data send from the server towards the clients.
For instance, a player looking around with his mouse moves around 360 degrees. Normally storing the rotation takes a floating point value of 4 bytes...

A single byte can store up to 256 unique values, as such if we map 360 degrees towards 256 values, we might lose precision of the exact rotation, for instance a player might be 1 or two degrees off than what he is looking at in reality, but this is neglectable and virtually impossible to detect for a player looking at another player. Thus we have just saved 75% of the data!

These kinds of compressions are done over the whole engine, voice is also heavily compressed down with the latest voice compression tech.
Most of these kinds of compression techniques have rarely if ever been done to this level of efficiency in other network engines. This is one of the main factors making these insane player counts possible.


Headers are costly, don’t send data too often.
Sending a single network message from the server towards the client takes headers, headers are simply information that routers use to know where a packet comes from and where it should go to.

A average UDP header comes down to about 58 bytes of data, on top of that we add our own 10 bytes header which tells us exactly when a packet was sent and where in the game it should go. As such, sending a message without any data at all already takes 68 bytes of data... thus its very important to send as few messages as possible.
In our design, we basically save up all the data that needs to be sent out to clients, and send it out at a steady 10 times per-second rate, this way we use the headers as efficiently as possible without creating too much delay.


Results.
So, that is well and dandy, but... how does that end up then?
Well, basically a player data packet is between 0 and 7 bytes, depending on the player giving none till all kinds of input. the average during my testing, with an extreme amount of movement changes/strafing and turning around a lot, is around 3 bytes which can be seen as the worst case scenario, as I don't expect all players to move like that all the time..

So in worst case we end up with (500 players * 3 bytes) + 65 bytes header * 10 updates per second = 15680 Bytes per second, or, about 15.3 Kilobytes per second... Times 500 players, it comes down to 7650 Kilobytes per second, or about 59.7 Megabit per second. which is well under 100 megabit upstream of the average server!

We plotted our engine upstream with different player counts in comparison to the average network engine in the following graph:
(https://www.fsegames.eu/images/draft2.jpg)

In Conclusion.
In theory, we could reach much greater player counts, so long as one uses a very good server, with for instance, a 1000 mbit uplink! We announced a player count of 500, as this is what we are confident we can provide, given the current design and previously implemented network engine tests. Progress on the network engine has been great, most of it is working and implemented, We have the confidence to start the live tests soon. For now, using random generated player data yields great results.

If you didn’t realise we were raising money to complete this project head over here to check out our reward tiers here. (https://www.fsegames.eu/donations.php)

We will see you next week!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Menelaos on November 17, 2012, 06:10:25 pm
Great read guys, happy to see some details on how the networking actually plays out. Since you noted that
Quote
At least double the player count that we could support in M&B: Warband - Napoleonic Wars.
And the bug with bonuses lagging servers has gone away. Can we expect to see the player count raised next patch?
Title: Re: Developer Blog 1 - All about Networking.
Post by: Hugh MacKay on November 17, 2012, 06:31:44 pm
Awesome post! :)
had to read it twice to understand it, but very interesting reading. Looking forward to next blog a lot!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Gokiller on November 17, 2012, 06:33:07 pm
Lovely!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Megaberna on November 17, 2012, 06:42:52 pm
Awesome!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Augy on November 17, 2012, 06:44:05 pm
You guys got it down!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Refleax on November 17, 2012, 06:44:43 pm
Hopefully this should clear some things up for you lot!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Harbinger on November 17, 2012, 06:51:53 pm
Nice read. I really hope player count becomes a major goal of this project. I think I can safely say that the biggest appeal of NW (and now this project) is the large amounts of players in a battle. I'd rather see awesome top-of-the line graphics sacrificed if it meant having more players.
Title: Re: Developer Blog 1 - All about Networking.
Post by: Betaknight on November 17, 2012, 07:12:26 pm
Next is the Developer's shack.
:O was the name inspired by my shack?

I really liked the idea. It should be interesting Good luck!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Hugues on November 17, 2012, 07:26:53 pm
Great idea to have developer blogs! Good read.
Title: Re: Developer Blog 1 - All about Networking.
Post by: Graham on November 17, 2012, 08:05:21 pm
Amazing! Looking forward to next weeks blog.

Graham (is impressed)
Title: Re: Developer Blog 1 - All about Networking.
Post by: Audiate on November 17, 2012, 11:45:48 pm
 It seems there's a couple of geniuses working on this game... ::)
 Great work so far, guys!

Just take it already, take the whole thing
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.lolbrary.com%2Fcontent%2F274%2Fshut-up-and-take-my-money-23274.jpg&hash=3dc65ce8a9d9bb7b67f4acbd7ab498dc8ea74216)
[close]
Title: Re: Developer Blog 1 - All about Networking.
Post by: PsychoPigeon on November 17, 2012, 11:48:05 pm
So even if a server has a 200 player cap, it should be ultra lag-free?
Title: Re: Developer Blog 1 - All about Networking.
Post by: Diplex on November 17, 2012, 11:52:23 pm
Very excited,
Title: Re: Developer Blog 1 - All about Networking.
Post by: DaMonkey on November 17, 2012, 11:53:49 pm
 Interesting. However I am more interested in the voice communication. I'm concerned as to whether it's server-wide, team-wide, or Direct (like in ArmA, where only those around you hear it).
Title: Re: Developer Blog 1 - All about Networking.
Post by: Vincenzo on November 17, 2012, 11:57:19 pm
Great read guys, happy to see some details on how the networking actually plays out. Since you noted that
Quote
At least double the player count that we could support in M&B: Warband - Napoleonic Wars.
And the bug with bonuses lagging servers has gone away. Can we expect to see the player count raised next patch?
You're talking about Napoleonic Wars?
Taleworlds did not want to raise the limit higher than 200 players since 300+ players is a unique selling point for Mount & Blade 2.

In either case, in our own engine we have our own rules! :)


So even if a server has a 200 player cap, it should be ultra lag-free?
200 players will come down to 10.1 megabit per second in our network engine, which is 25% of what warband can do at that player count.


Interesting. However I am more interested in the voice communication. I'm concerned as to whether it's server-wide, team-wide, or Direct (like in ArmA, where only those around you hear it).
Voices are compressed down heavily with the latest voice encoding technology, read about it here: http://opus-codec.org/
So far in our implementation, you only hear people in your team, and only those that are close to you.
also you are able to mute people etc etc.
Title: Re: Developer Blog 1 - All about Networking.
Post by: MaHuD on November 18, 2012, 12:11:35 am
Looking good!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Cyco_Tatertot on November 18, 2012, 12:30:36 am
I love you Vince! :D
Title: Re: Developer Blog 1 - All about Networking.
Post by: Willhelm on November 18, 2012, 01:30:23 am
Sounds good and really innovative. Why don't other games do that, do they just settle for an inefficient system because they don't bother having lots of players?
Title: Re: Developer Blog 1 - All about Networking.
Post by: Olafson on November 18, 2012, 01:35:59 am
I guess they do. It is also much easier to create a network engine that only supports 64 players. You simply do not have to care about a lot of things, and you can add tons and tons of nice but usless bandwith taking features.
Title: Re: Developer Blog 1 - All about Networking.
Post by: Tom45 on November 18, 2012, 02:54:10 am
Are you guys going to make the loading sequence look more realistic?
Title: Re: Developer Blog 1 - All about Networking.
Post by: Furrnox on November 18, 2012, 03:14:06 am
500 players they said full events they said.
Title: Re: Developer Blog 1 - All about Networking.
Post by: Fortune on November 18, 2012, 03:16:02 am
I'm wondering how the engine will handle packet loss and corrupted packets though.
And please give me a longer timeout time than warband, I hate getting booted for having a glitchy wireless :-\
Title: Re: Developer Blog 1 - All about Networking.
Post by: MaHuD on November 18, 2012, 03:36:39 am
I'm wondering how the engine will handle packet loss and corrupted packets though.
And please give me a longer timeout time than warband, I hate getting booted for having a glitchy wireless :-\
Oh yes please.
Title: Re: Developer Blog 1 - All about Networking.
Post by: khy1030 on November 18, 2012, 06:31:51 am
Cool !  ;D
Title: Re: Developer Blog 1 - All about Networking.
Post by: Xanderman on November 18, 2012, 08:26:42 am
I'm gonna like this blog
Title: Re: Developer Blog 1 - All about Networking.
Post by: The Bowman on November 18, 2012, 09:26:56 am
But the question is: Are you that confident that we'll have 500 players on a single server? Of course, no. Thus you can still increase the data sent by the player.
Title: Re: Developer Blog 1 - All about Networking.
Post by: SonOfApollo on November 18, 2012, 09:27:20 am
Nice haha, I'm looking forward to the whole 500 players on a server.  :D

Title: Re: Developer Blog 1 - All about Networking.
Post by: Jarvisimo on November 18, 2012, 10:18:11 am
Fascinating read, thanks for this. Great idea!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Baillie on November 18, 2012, 11:37:21 am
Dafuq did I just read?! :O Fantastic!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Samuel J. Ahonen on November 18, 2012, 11:59:04 am
But the question is: Are you that confident that we'll have 500 players on a single server? Of course, no. Thus you can still increase the data sent by the player.

Sounds quite negative.

Lovely presentation. I've also come to the conclusion that we do not need TeamSpeak for this game. We could finally make use of officers standing in the middle of the line, sending the message over to the other side... Unless you've only got 12 members in the line, ofcourse. :P
Title: Re: Developer Blog 1 - All about Networking.
Post by: Peter on November 18, 2012, 12:49:58 pm
But the question is: Are you that confident that we'll have 500 players on a single server? Of course, no. Thus you can still increase the data sent by the player.

Sounds quite negative.

Lovely presentation. I've also come to the conclusion that we do not need TeamSpeak for this game. We could finally make use of officers standing in the middle of the line, sending the message over to the other side... Unless you've only got 12 members in the line, ofcourse. :P

Communication of orders becomes its own little challenge. At least that is what we hope for!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Hawke on November 18, 2012, 01:28:39 pm
Looks great!
Title: Re: Developer Blog 1 - All about Networking.
Post by: McEwan on November 18, 2012, 03:55:35 pm
But the question is: Are you that confident that we'll have 500 players on a single server? Of course, no. Thus you can still increase the data sent by the player.

Sounds quite negative.

Lovely presentation. I've also come to the conclusion that we do not need TeamSpeak for this game. We could finally make use of officers standing in the middle of the line, sending the message over to the other side... Unless you've only got 12 members in the line, ofcourse. :P
Well, there's always going to be some people that prefer TS anyway. The "realistic voice" just won't appeal to them. It's just a matter of preference.

And great blog! It's interesting to know what's happening with the server behind all the big battles and such. And my compliments to your musician! It'll be great to work parallel with him.  :D
Title: Re: Developer Blog 1 - All about Networking.
Post by: Nick_1815 on November 18, 2012, 04:07:03 pm
Thanks for posting, looking forward to playing this!
Title: Re: Developer Blog 1 - All about Networking.
Post by: Betaknight on November 18, 2012, 09:04:57 pm
But the question is: Are you that confident that we'll have 500 players on a single server? Of course, no. Thus you can still increase the data sent by the player.

Sounds quite negative.

Lovely presentation. I've also come to the conclusion that we do not need TeamSpeak for this game. We could finally make use of officers standing in the middle of the line, sending the message over to the other side... Unless you've only got 12 members in the line, ofcourse. :P
What about you can speak in the Server like Valve Games and depending how far you your volume of voice lowers (further=lover, closer=louder) So you can really have a sneak attack makes me also feel more like were talking in the battle rather then talking only in TS and only hearing your commander talk and not other commanders saying like Fire... etc
Title: Re: Developer Blog 1 - All about Networking.
Post by: PrideofNi on November 18, 2012, 11:44:48 pm
O lordie o, nearing other commanders commands would be a nightmare for obvious reason.
Title: Re: Developer Blog 1 - All about Networking.
Post by: Betaknight on November 19, 2012, 12:16:06 am
Thats why if you whisper they only hear something little makes it more aware imo
Title: Re: Developer Blog 1 - All about Networking.
Post by: Salte369 on November 19, 2012, 12:43:37 am
Amazing!  Great work! :)
Title: Re: Developer Blog 1 - All about Networking.
Post by: Fortune on November 19, 2012, 12:44:28 am
O lordie o, nearing other commanders commands would be a nightmare for obvious reason.
Surely you know the voice of your commander after playing for a bit.
Title: Re: Developer Blog 1 - All about Networking.
Post by: Hugh MacKay on November 19, 2012, 08:36:06 am
Poeple would still get jumpy and shoot if they hear another commander yell "shoot".

I guess I'll stick with Teamspeak :)
Title: Re: Developer Blog 1 - All about Networking.
Post by: Treble on November 19, 2012, 12:46:26 pm
Looking forward to this game, hopefully i can run it on my pc  ::)
Title: Re: Developer Blog 1 - All about Networking.
Post by: Fyzzaraya on November 19, 2012, 01:56:56 pm
Im badly looking forward this game..keep up the good work..
Title: Re: Developer Blog 1 - All about Networking
Post by: Nico on April 03, 2014, 11:13:17 pm
Well I just hope for voice chat that it's possible to disable it when we're in events or something lol..
Title: Re: Developer Blog 1 - All about Networking
Post by: Earth Bby on April 10, 2014, 07:01:51 am
Voice chat will consist of American Kids screaming 'forward boys!' or 'Give them the cold steel'. I for one don't feel like muting 250 people in events (my team) just so I can hear TS.
Title: Re: Developer Blog 1 - All about Networking
Post by: Rejenorst on April 10, 2014, 08:07:47 am
Maybe a server option to disable it for events.
Title: Re: Developer Blog 1 - All about Networking
Post by: Onii on April 10, 2014, 09:48:49 am
Maybe a server option to disable it for events.
That, and a button that makes you able to mute everyone on the server.
Remember TF2 where you have to mute everyone individually >.>
Title: Re: Developer Blog 1 - All about Networking
Post by: Vincenzo on April 10, 2014, 10:43:50 am
Obviously your mute abilities will be easy accessable, to mute someone/group/everyone.
Title: Re: Developer Blog 1 - All about Networking
Post by: Rejenorst on April 10, 2014, 01:45:44 pm
The reason I think of it is that users can call other users all sorts of names if voice channels can be limited to other groups/users and the admins may have problems on their hands in large events. Its still a great feature to have but it would definitely be cool to consider a potential server limiter in the future for admin specified individuals. Failing that a total mute button as you describe should suffice.
Title: Re: Developer Blog 1 - All about Networking
Post by: Chadric on April 10, 2014, 02:03:21 pm
The reason I think of it is that users can call other users all sorts of names if voice channels can be limited to other groups/users and the admins may have problems on their hands in large events. Its still a great feature to have but it would definitely be cool to consider a potential server limiter in the future for admin specified individuals. Failing that a total mute button as you describe should suffice.
Personally i know that listening to people yelling about during a battle would be annoying as hell. But at the same time it is useful to commanders, ie. you fiend a friendly regiment but you have never met their commander before so you have no TS or Steam connection to talk and typing in team chat just takes to long you can talk to them and it could be really useful for the battle. So there are definitely some ups and downs of muting everyone.
Title: Re: Developer Blog 1 - All about Networking
Post by: Rejenorst on April 10, 2014, 03:00:47 pm
Yep. Would be great if players and commanders could be somehow differentiated as a group. But it would require the Admin to select and assign each commander somehow which might be tedious as compared to just using team speak.

Not sure how the system will be that FSE plans to implement but I guess we'll wait and see how it turns out.
Title: Re: Developer Blog 1 - All about Networking
Post by: Olafson on April 11, 2014, 12:40:24 am
The system is going to be position based.

That means you can only hear people close to you. (Server default setting. You can also make it so it is like in TS, but then it will only sync your group/commanders of other groups.) It is also making it possible to decrease bandwidth that way.
Title: Re: Developer Blog 1 - All about Networking
Post by: Getty on April 11, 2014, 04:20:19 am
The system is going to be position based.

That means you can only hear people close to you. (Server default setting. You can also make it so it is like in TS, but then it will only sync your group/commanders of other groups.) It is also making it possible to decrease bandwidth that way.
Please tell me there will be an option for a server to shut it off entirely.
Title: Re: Developer Blog 1 - All about Networking
Post by: Earth Bby on April 11, 2014, 04:00:11 pm
Can we have some sort of vote for this voice chat ingame? As most of the people going into this making regiment have teamspeak etc, also from the reactions i'm reading, doesn't look like it's going to be popular.
Title: Re: Developer Blog 1 - All about Networking
Post by: regwilliam on April 11, 2014, 04:49:31 pm
Its not that it unpopular I for one am looking forward to a in-game voice chat as it will making communication in line battles and public servers better. But i can see some folk are concerned that trolls will abuse it .
Title: Re: Developer Blog 1 - All about Networking
Post by: Earth Bby on April 11, 2014, 05:55:12 pm
yuck
Title: Re: Developer Blog 1 - All about Networking
Post by: Coconut on April 30, 2014, 02:14:38 pm
At least double the player count that we could support in M&B: Warband - Napoleonic Wars.

Are you talking about the 300 players that you said on announcement which I assume you stress tested a server and figured out that a GOOD server could support that many or the 200 that taleworlds forced FSE to put into affect.

Or maybe compromise and double the 250 player servers I see sometimes from big regimental events like the 91st and 92nd Conquest events and that we had in Mount & musket servers

either way I would prefer 500 or 600 player servers over 400 any day ;D


EDIT. Nvm found this on the BCoF steam group
● Massive multiplayer battles with 500+ players.
Title: Re: Developer Blog 1 - All about Networking.
Post by: mmveteran on September 11, 2018, 07:47:32 pm
Thanks for posting, looking forward to playing this!

6 years on you still looking forward to playing this?

i dont know what makes me more angry
this game that will never see the light of day

or bannerlord who started development in 2010 - yes 2010 not 2012,
and its nothing more than warband with better graphics (if you see any of their recent videos)!

edit to add : december isnt that far away
that will be then 7 years since this was announced
Title: Re: Developer Blog 1 - All about Networking
Post by: danangleland on September 14, 2018, 09:39:41 pm
7 years in December? This game can't have been "announced" in anymore than an aspirational way in December 2011; Mount&Musket hadn't even been usurped by the Napoleonic Wars DLC until the following April. I don't know if the original BCoF team included more members than just (part of?) the NW team, but surely no more than superficial work on BCoF could have begun until after NW released, at the earliest?

I agree though that it is galling that this game has basically ground to a halt years ago, after which developer/moderator comment about the game simply dropped off a cliff. I think they pretty much admitted that on the last occasion that they deigned to communicate with us (just a reply in a thread, not something they drew attention to- in fact I can't remember if even this meagre sign of life occurred in the main forum or the donator's board); as I remember it a developer responded to the suggestion that the game had been abandoned in favour of Holdfast. He said, if I remember rightly, that there were still some people working on this game and that its slow development was nothing to do with Holdfast (I think the actual crossover of personnel is very minimal), but that the originally small team for BCoF had dwindled quite some time ago to just a few and so consequently work on the game is very, very slow. I feel sympathy for them and, if they truly are still plugging away at it earnestly, I congratulate them, but I do wonder if they have genuine hopes of still releasing the game. What I am irate about is the years of virtual silence, never a single thread made to update anyone in the slightest over the years, while they do occasionally update NW and tell us all about it...one could easily believe, looking at any posts of developers or forum admins over the past three or four years, that BCoF had never even existed, since they simply don't mention it.

EDIT: Just checked the Donator Board, and in the Developer's shack Olafson has been very frequently telling us about their testing activity. He started doing this in June or July, I hadn't noticed until now since I stopped bothering to check it long ago. If you check his posts since June/July he and a few others do give some information about who is doing what and what happens in their biweekly testing meetings, so that is to be welcomed. A shame that it has only started happening recently, and that the general forumites don't get appraised of anything, but it seems the game certainly is plodding along surely, no matter how slowly, which is a welcome contrast with the wholly pessimistic impression I previously had. I still have significant doubts of whether the game will ever be released though, and remain rather miffed that they simply don't mention it in the main forum. I think they have previously said that they don't want to bother saying anything on the main forum until they have something really substantial and impressive to show, but without having a donator status and bothering to log in and look, one would not have any reason to think the game hadn't vanished into thin air years ago.
Title: Re: Developer Blog 1 - All about Networking
Post by: Duuring on September 15, 2018, 09:04:25 pm
Because FSE's business model is not based on overhyping or Alpha-whoring their game.
Title: Re: Developer Blog 1 - All about Networking
Post by: Earth Bby on September 16, 2018, 05:54:10 pm
Because half of FSE's business model is not based on overhyping or Alpha-whoring their game.

Title: Re: Developer Blog 1 - All about Networking.
Post by: mmveteran on September 11, 2020, 11:46:08 pm
I'm gonna like this blog


Yes, 8 years later.. still waiting
Title: Re: Developer Blog 1 - All about Networking
Post by: Aksei on September 22, 2020, 12:23:50 pm
Did you guys give up or still developing? Alpha since released in 2015?
Just release what you have, there are so many unfinished games out, it doesnt matter
Title: Re: Developer Blog 1 - All about Networking
Post by: Thunderstormer on September 22, 2020, 06:35:43 pm
We are still working on the game.