Hello! It's been a while since I wrote a blog entry, and I'd like to talk a bit about our testing server strategy.
Posted by:
Mark Kalmes
Dec. 9, 2014
Alpha 14 Released
We are focused on internal performance improvements in Alpha 14. We are working toward Early Enrollment release as soon as possible. Please help us by continuing to gather in settlements and test the server performance.
Posted by:
Mark Kalmes
Jan. 9, 2013
The Middlewares Are A-Changin'
I'm excited to finally tell the story of how we progressed from the Tech Demo to the current game on Unity. As Ryan mentioned in his blog, we looked at several engines early during Technology Demo development. We ended up settling on BigWorld because it has a great reputation as a solid server technology. BigWorld allows for dynamic 'cells' which distribute the server load across many machines, and helps games scale quickly to very large numbers of players. We already had friends at Wargaming, who developed World of Tanks using BigWorld technology, and they were enthusiastic about BigWorld.
Posted by:
Mark Kalmes
Nov. 30, 2012
At Goblinworks, we like to do things a bit differently where we can. We've learned a lot from our relationship with Paizo and their focus on embracing customer feedback. We also have a long history of game development and want to avoid working too long without being connected to our players. MMO's are ultimately a service business, and finding out what the customer wants is the most important part of the business.