122 reputation
7
bio website flyinglab.com
location Seattle, WA
age 27
visits member for 4 years
seen Oct 2 '12 at 18:48

I'm currently a Software Developer with Flying Lab Software, an MMO development studio. My main interests are in tools and engine/infrastructure development, with an emphasis on game design languages and virtual machines.


Feb
22
awarded  Nice Question
Sep
7
comment In FPS's what is the primary reason for unused ammo in a removed magazine returning to the ammo pool?
This, combined with the fact that all commercial games are developed under time, capital, and labor constraints means that only the features which really drive the core game-play of a particular title will end up being included. Unless your game design has a good reason to include realistic magazine management (survival horror games in which ammo management is a large part of the 'survival' aspect are a pretty good example), it's probably just not going to be considered worth the development and testing time necessary to make that feature happen.
Oct
14
awarded  Scholar
Oct
14
accepted Game log format for MMO servers
Oct
14
comment Game log format for MMO servers
Custom event log setup would be handy for strictly chronological playback ala FPS demo recordings, but that's a very different problem to solve. Does anyone have experience with developing something similar to demo recordings for massively multiplayer client-server games?
Oct
14
comment Game log format for MMO servers
Thanks for the response (and thanks to the others who submitted answers below)! The more that I think about it the more it seems like an RDBMS is the proper fit for this particular type of logging. It wouldn't be too difficult to design a custom log format that was well indexed for basic kinds of searches, but with the sort of complicated queries that are often used by CSRs and game analytics a more general approach is necessary -- at which point an established product is going to outperform in most cases.
Oct
13
awarded  Student
Oct
13
asked Game log format for MMO servers
Jul
21
comment Design Document Contents
While the above answer is correct that design documents are not the place for narrative text, there is definitely a place for this when developing your design! User stories, often told from a first person perspective, can be helpful when forming the initial definition of gameplay. If you have a wiki or other set of documents that encompass pre-production design work it makes sense to include these narratives, likely in a different section from the design specifications.
Jul
20
answered Same game logic on two seperate graphics libraries
Jul
19
comment Is the TCP protocol good enough for real-time multiplayer games?
It's also important to keep in mind that in some cases your end users will be sitting behind ISPs that block UDP traffic, have router setups that prevent UDP traffic, or otherwise are in a situation where using UDP is less than ideal. In those cases, if your game can support it, being able to fall back to TCP communication is quite handy.
Jul
19
awarded  Teacher
Jul
19
answered What are some ways to prevent or reduce cheating in online multiplayer games?
Jul
19
awarded  Critic
Jul
14
awarded  Supporter
Jul
14
awarded  Autobiographer