This post explains the steps required for releasing our software. It should be updated to reflect our latest tooling and processes. Universal Windows Platform (UWP) Build From Unity Build->Asset Bundles to repack the bundles for the platform. Build->Client to build the actual package From the Ballistic solution, create the app package build option for the […]
When a player creates an invitation an entry is created in the GameInvitation table with a new Game Invitation ID and stores the Player ID as an entry. Then when a new user accepts an invitation (by logging in from the landing page), we add an entry in the GameInvitationEvent table which maps the Referring […]
These are rules and guidelines that all developers on the team need to follow. Any code changes need to go through code review before getting committed. Refer to the code review guidelines. Tasks on our task tracker should only be marked as resolved when someone else other than the developer tests and verifies them. The only […]
The web API allows programmatic access to server features and data without overloading the game servers. It is hosted independently and allows us to separate our tiers cleanly. Our base API URL is: http://api.wartothecore.com We have swagger enabled, so you can explore the API at http://api.wartothecore.com/swagger Please note that we are currently forwarding the URL, […]
This post is a collection of best practices, tools, and recommendations that may be useful to our team. Code Review Refer to our guidelines for code reviews in our team here: http://wartothecore.com/2016/09/teamwork-code-reviews/ For general CR advice, see this: https://smartbear.com/learn/code-review/best-practices-for-peer-code-review/ Unity This article have some interesting Unity best practices that can really come in handy: http://devmag.org.za/2012/07/12/50-tips-for-working-with-unity-best-practices/ Article about […]
Our game relies on a lot of data being sent to and from the server. The data is serialized into JSON before it is transmitted over the wire. Instead of handcrafting the packets by hand for each request, we have a generic system that allows us to keep the logic that deals with serialization centralized. This […]
The client and server share the same “VersionInfo.cs” file that defines the versions. This allows us to detect if a client is too old relative to the server. The current server build-deploy cycle needs serious rework and automation. Currently it works as follows: On build, the server binaries are placed in the Server\Photon folder\deploy\Ballistic\bin. The script Server\Photo\Server\CreateDeployment.ps1 […]
This is the recommended development process that our developers should follow. We will improve the process as we learn more. When you get set up, checkout the code into two locations. One is used for development and that is where you do your changes. The other is for verification, you never change anything in that location, you […]
Intention Win battle Destroy enemy ship Reduce HP to zero Conditions Ship must be functional. Ship must be equipped with a functional cannon. Ship must have sufficient resources (e.g. energy) to fire projectile. Cannon must not be in cool down Cannon must not blocked by any effects Mechanism The player takes aim within the ship’s cannon firing range. […]
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