The last few weeks have been pretty intense. Demigod has been unlike anything we’ve released before. The good news is that its sales have been really good and despite that first week which saw our network brought to its knees, the game’s average review scores have been 4 out of 5 (well over 4 out of 5 after the first week).
Our chief technology architect, Jeff Bargmann, who I brought onto Demigod a couple of weeks ago when it became clear that we were going to need to develop our own network solution for the game is clearly obsessed based on the 4am emails he sent me over the weekend. Jeff is also the lead developer on Impulse, ObjectDock, ObjectBar, Fences, and numerous other projects. When I absolutely positively must have something amazing done right and quickly, he is my go-to guy. So this weekend he’s been working on various proxy solutions. Cari, our lead game developer also found ways to solve some of the Pantheon and Skirmish issues that were reported over the weekend.
I don’t want to make any promises but given the success of Friday’s update and the likelyhood that the proxies will go online this week, we should be nearing the point of diminishing returns for getting people connected on the multiplayer match making side. I also know that Gas Powered Games is looking seriously at in-game connectivity.
Personally, I think the long-term solution is for us just to host the games entirely. That’s what we’re doing in Elemental for its multiplayer – our servers host the entire thing from the start.
But with the connectivity issues in MP likely to substantially diminish this week, it’s time to start thinking about what we should do next.
Demigod v1.1
So on the horizon there’s Demigod v1.1. Now, question is, what should be in it? Now, these aren’t expansion packs but I can think of a few things on my personal list that may or may not agree with what you guys want so let’s talk about that.
Here’s my personal preference list for v1.1 in brief:
- Favor points increased by a factor of 10.
- Option to Concede. Would let players quit a game they feel they’re losing. Their Demigod is removed. If all players from that team concede, the game is over.
- Smart Quitting. If someone exits within the first 3 minutes, there’s no harm, no foul. It counts as a disconnect but not a loss. Sometimes there’s lag or someone has a slow machine or whatever.
- Random Demigod. Players can choose a Random Demigod to play.
- Updated AI. Smarter computer AI.
- Various balance tweaking.
Now, this doesn’t include DLC content such as Clan Wars, Scheduled Games, Group Join, etc. This is just v1.1. But it does give you an idea of some of the things we’re thinking of.
What would you like to see in terms of new features?