Feels like "alpha" code, doesn't seem anywhere close to production ready
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@tvsectog_xbl said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
Code feels like really early alpha code, not even beta code. I hope you aren't hoping to hook fans into the game by letting them play this code, as I think this code may have the opposite affect and actually cause people to not buy the game. This code looks nowhere near code complete/ready for any type of release. The lags in co-op are extremely bad. Looks like the game just uses RDP and/or VNC w/ split I/O streams between controllers. Co-op is a great idea, yet it looks extremely rough/not playable as is TBH.

You have access to the code? I’d love to get my hands on the MTO clutch situation logic if that’s available. Also how are critical situations determined. I’ve wanted to peer into that since they talked about it in the TS20 streams.
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@surfinsantacruz_xbl said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
@tvsectog_xbl said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
Code feels like really early alpha code, not even beta code. I hope you aren't hoping to hook fans into the game by letting them play this code, as I think this code may have the opposite affect and actually cause people to not buy the game. This code looks nowhere near code complete/ready for any type of release. The lags in co-op are extremely bad. Looks like the game just uses RDP and/or VNC w/ split I/O streams between controllers. Co-op is a great idea, yet it looks extremely rough/not playable as is TBH.

They already said numerous times the tech test is a months old build.
Understood, yet this is like scaffold , very early code. Ideally, this would have been code that would've been produced 9 months before a release to work out any issues. This shouldn't be the state of the code this close to release, even if the build is a month old, the code should be more mature and stable this close to the deadline. The code being in the state it is currently in is concerning, and I am not sure that any bugs identified they could actually get into the final release at this point, which is my concern.
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@red_ted_is_back said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
@tvsectog_xbl said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
Code feels like really early alpha code, not even beta code. I hope you aren't hoping to hook fans into the game by letting them play this code, as I think this code may have the opposite affect and actually cause people to not buy the game. This code looks nowhere near code complete/ready for any type of release. The lags in co-op are extremely bad. Looks like the game just uses RDP and/or VNC w/ split I/O streams between controllers. Co-op is a great idea, yet it looks extremely rough/not playable as is TBH.

You have access to the code? I’d love to get my hands on the MTO clutch situation logic if that’s available. Also how are critical situations determined. I’ve wanted to peer into that since they talked about it in the TS20 streams.
After you see enough code and engineering projects in general, you get a feel for these type of things. Code is just math and logic puzzles and once you have worked through enough of them you can see common issues fairly easily, and a skill that gets developed over time.
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@red_ted_is_back said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
@surfinsantacruz_xbl said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
@tvsectog_xbl said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
Code feels like really early alpha code, not even beta code. I hope you aren't hoping to hook fans into the game by letting them play this code, as I think this code may have the opposite affect and actually cause people to not buy the game. This code looks nowhere near code complete/ready for any type of release. The lags in co-op are extremely bad. Looks like the game just uses RDP and/or VNC w/ split I/O streams between controllers. Co-op is a great idea, yet it looks extremely rough/not playable as is TBH.

They already said numerous times the tech test is a months old build.
This times one million
Understood, yet this is like scaffold , very early code. Ideally, this would have been code that would've been produced 9 months before a release to work out any issues. This shouldn't be the state of the code this close to release, even if the build is a month old, the code should be more mature and stable this close to the deadline. The code being in the state it is currently in is concerning, and I am not sure that any bugs identified they could actually get into the final release at this point, which is my concern.
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@yemlk_xbl said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
I wouldn’t be surprised if the game is running in some sort of extra logging mode or debug mode to gather data, making it run choppier.
Good point.
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A game that releases every year is going to have code in near-release state 9 months prior?
You sure about that?
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Make your own game dude. You know all it sounds like.
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@tvsectog_xbl said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
Code feels like really early alpha code, not even beta code. I hope you aren't hoping to hook fans into the game by letting them play this code, as I think this code may have the opposite affect and actually cause people to not buy the game. This code looks nowhere near code complete/ready for any type of release. The lags in co-op are extremely bad. Looks like the game just uses RDP and/or VNC w/ split I/O streams between controllers. Co-op is a great idea, yet it looks extremely rough/not playable as is TBH.

Just cutting through the noise in your post but the lag (whether it's input based or network based) with co-op mode is exactly the kind of feedback that can be actioned by the team.
Every year's tech tests are usually focused on how that season's gameplay changes affect netplay, and if things are rough in an early build where they're implementing the netplay, it's good to give feedback on how that impacts everything else.
@yemlk_xbl said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
I wouldn’t be surprised if the game is running in some sort of extra logging mode or debug mode to gather data, making it run choppier.
This is also a good call as this might be going on with the tech test, since this is in most cases the same type of build internal QA would be using early in development
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@savefarris_psn said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
A game that releases every year is going to have code in near-release state 9 months prior?
You sure about that?
If both branched, versioned and regression tested correctly, then yes. Also would depend on the amount of new feature code versus CFD's (customer found defects) going in. Large amounts of new feature code would be the most disruptive to stability.
But yes, they should checkpoint the code and have multiple stable, release points throughout the year. They should have a relatively stable mainline branch where CFD's could be committed, and then large feature branches that collapse into the mainline at certain points. If regression tested and branched, it could be more stable anytime.
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@gixxerryder750 said in Feels like "alpha" code, doesn't seem anywhere close to production ready:
Make your own game dude. You know all it sounds like.
Been there, done that. No desire to build something all the way from scratch again.
Also, no...don't know everything, yet I know enough, and I do happen to know a fair amount in these areas.
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