Refining a Block-World Game
CraftWorld is a big game. A very, very big game. Some might even go so far as to say that because it has infinite terrain, it is gigantic. It runs on Xbox, Windows 7 PC as well as Xbox 360. You can craft items from the world around you, slay creatures, eat, climb, punch and interact with a fully-fledged physics engine.
But CraftWorld’s big drawback is its single player nature. It’s not released on the PC and the Xbox just yet, so it’s not doing any damage to the game or community. However after running our first multiplayer session almost a fortnight ago and several since, we’ve realised what an incredible experience any game, (especially the constructive ones) becomes when multiplayer is carefully and thoughtfully added. Heck, Android is adding multi-user video and music sharing to your hifi-systems!
The point I’m getting to, is that the inner engine of CraftWorld is a lean mean single player machine. But the demands of multiplayer require such fine optimisations that run so deep, that just adding it to the Xbox is doubling performance of the existing WP7 single player version.
Our memory consumption for regions has been slashed by 90%, world objects are dumping pages of code in favour of simpler global systems and the generators are getting finely tuned to make data when they need it, instead of loading it.
Version 2.9 was intended to be a feature update, in an effort to keep up an Intel style “Tick-Tock” style of progress. Tick, and there is innovation. Tock and there is refinement, so on and so forth. Version 2.8 was a big Tock, resolving many issues and reports. Version 2.7 was a huge tick, bringing cloud storage, new block types and more to CraftWorld FREE and PAID. Version 2.9 is being released amidst our work on the multiplayer system which is causing us to rethink our blocks, regions, creatures and even every single object from stick to repair bench.
Version 2.9 is focusing on:
- Disk storage space and multiplatform compatibility
- Memory consumption
- Decreasing Loading times
- Generation speed of regions and objects
- Responsiveness, block placements are instant now and when digging, the “blue flashes” have been eliminated.
- User input, the Inventory interaction has be re-written.
- PC Mod ability of the Hazzah Engine and CraftWorld assets and objects
Hordes of new features are inbound, such as flowing water, fire, dye crafting, book crafting, farming and cooking as well as more advanced survival features such as hunger and thirst with the DECKS RPG system, so getting CraftWorld in a lean and robust state is very important.
Thanks for reading!