Some technical analysis of the new SimCity game, and some thoughts about the business decisions behind those technical decisions.

After last week’s excitement of getting the game networked using, you know, an actual network, I’m back to figuring out obscure networking bugs. And writing GUI code.

Finally the wait is over! A new DevLog video – with a demonstration of real, actual, proper, working networking – as promised.

Dark was a game that I made over four months in 2009. It contains an advanced 2D vector-based soft-shadow renderer. In this article I will describe how the shadow renderer works and how I optimised it.

Rather than a video, this DevLog is a long blog post about the networking.

What would a game about ninjas be without a Ninja Rope.

Backwards reconciliation (lag compensation). And showing off some features from previous episodes, working in the graphing tool.

A very quick episode this week where I talk about replicated events (like explosions).

Today I show off the now-working “slow prediction” that I originally described last episode. Also, for the first time, two players running around at the same time!