Archive for October, 2012

Game Update Convenience

A few days ago I’ve finished reading 37signals‘ e-book Get Real. It’s a manifesto how to write better software faster. Most of the content reminds me of the mantra-like agile knowledge infiltration in software management during the last decade. You know, Scrum and the like. This may sound a little pejorative but it isn’t. Get Real is an easy read, no pointless chit-chat and full of useful hints to make your programming life easier. The word “agile” just became a little outworn and buzzy these days.

two women fighting, cause: the word "agile"

Anyway, this book made me thinking how to translate the “new feature deploy” points from web development to desktop games. When you’re making a website updating is no problem. Changes to the server side immediately change the client side. Installed software OTOH needs the user’s permission for updates. How to implement this as painless as possible?

In the year 2012 updates should no longer have to be explicitly downloaded and reinstalled. Auto-update is the word. So I’ve added a new update system to Nordenfelt‘s work agenda. Basically it should inform players at game startup that there is a new version available. An optional click on an update button should download the new stuff in the background while the player is blasting his/her way through the levels. The next time the game gets fired up the new version is available. No installing, no additionally running update programs in the background and no annoying pop-ups “you wanna update?”. Hopefully I’m able to write such a slick update system. 🙂

Cheers,
Thomas

As I’ve mentioned in the last post I started writing a book back in May/June. First it seemed to be just a side project but grew to a full spare time hog quickly. Therefore I had to freeze Nordenfelt until the book was out in the stores. As usual, this project lasted longer than expected. That’s the reason why this blog did not get any updates for a long time.

Anyway, I’m happy to tell you that it’s done:

Check it out: www.collisiondetection2d.net

Read the full story about the book here.

At the moment I’m unfreezing the Nordenfelt project. I’ve decided to change the work approach before going on with the game. Things like roadmaps, predefined specs or bullet point feature lists turned out to not work as expected, neither for me nor for Nordenfelt.

I’ll keep you up to date about the next steps here and on @nordenfeltgame.

Cheers,
Thomas