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Lessons learned while developing Age of Empires 1 Definitive Edition

richg42.blogspot.com

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Re: Lessons learned while developing Age of Empires 1 Definitive Edition

#3
post #2

I'm surprised they decided to modify the old code, I expected them to make a clean start and re-create the original experience from there.

I guess it would have been quite hard to do if they wanted the same gameplay and not spending too much time on the balance between civs and units.

They tell for the network and pathfinding code than redoing would have been stupid as it has already been done and was working. I guess it is the same for most of the system/gameplay code.

Re: Lessons learned while developing Age of Empires 1 Definitive Edition

#4
post #2

I'm surprised they decided to modify the old code, I expected them to make a clean start and re-create the original experience from there.

You mean like Netscape did?

(see also https://www.joelonsoftware.com/2000/04/06/things-you-should-...)

Re: Lessons learned while developing Age of Empires 1 Definitive Edition

#5
Love reading gamedev post-mortems such as these ;)

Although what author discusses is specific to Age1 engine. Time sync in webrtc peer networks encounters many of the same pitfalls. With errors tending to propagate non-linearly as more peers (and more complex scene objects) are added.

ThreeNetwork - Network sync library for Three.js

https://github.com/takahirox/ThreeNetwork

Re: Lessons learned while developing Age of Empires 1 Definitive Edition

#8
Not building custom containers is generally good advice. The chance you build something that underperforms is noticeable. Other coders won't know what you've made. There is a fair chance that std has what you need if you're even just a little bit thoughtful.

Re: Lessons learned while developing Age of Empires 1 Definitive Edition

#9

Love reading gamedev post-mortems such as these ;) Although what author discusses is specific to Age1 engine. Time sync in webrtc peer networks encounters many of the same pitfalls. With errors tending to propagate non-linearly as more peers (and more complex scene objects) are added. ThreeNetwork - Network sync library for Three.js https://github.com/takahirox/ThreeNetwork

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