





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hello guys!
Finally, after many months of wait, the version 0.1 of H2o is up!!
First of all I have to tell you that a discount will come with this update (40% off) but 9 hours after the release because I messed up between Paris Time and US Pacific Time... So if you want to buy the game, you can wait for the discount.
That said, if you want to support H2o a bit more, you can buy it now.
You are all welcome anyway!
As I said in the previous announcement, many things have changed but not necessary "visible" things. I will not repeat myself too much here but I wanted to inform you about what is better and what might be problematic with this version.
Among the most important changes: the client/server communication code has been totally remade so that the server can have full control over the clients.
The primary objective of this modification is to put an end to the cheaters attacks.
Not all of them will be stopped but the most harmful cheats we have seen before will not be possible to reproduce. (eg. kill somebody by the press of a button, give yourself items, etc.)
As I said, many other things have changed but this is far the most tremendous modification of this update. But even if it can sound like a good thing (and it is), there are also downsides, and that's what I want to point out here.
To give you an idea, the client was controlling most of it's own behavior in the previous version. Such as moving, dealing damages, interacting with objects, firing a gun, etc.
I guess you can imagine how this can be dangerous (because it is known that the client should never be trusted), but also, with this system, the lags had way less impact on the player's experience, it was less visible even if it was there.
Now, the Server is behind (almost) every actions of the clients, and gives its approval before letting the client do something. Some behaviors like the movement calculation are simulated on the client side and corrected by the server if the simulation went wrong (if the player went too fast or if he crossed a wall). So, if the communication between the client and the server takes too much time, the game will be less reactive for the player.
You will say that it's the definition of the "lag".
And you would be right, but that's a normal issue if I may say so.
The real problem we have now (at least, it freaks me out) is that the building system of H2o uses way too much of the CPU when the server becomes crowded with players constructions.
What could happen basically would be to have a server that reaches the limits of the CPU: the frame rate of the server would drop and this would prevent the server from sending enough packets through the network to maintain a good ping. And if this happens, no matter the speed of your connection, your client will lag as hell.
Sorry for this technical speech, but all that to explain that if this problem comes up too quickly, we will probably be forced to wipe the servers more often to maintain a playable experience on the official servers, at least up to we build up a solution to the CPU over-consuming building system.
We already have possible fixes for that, but we need a bit of time to implement it the best way.
Well, enough of downsides!
I'm pretty convinced that once this is solved the game will finally be Stable. And we cannot get around this, so.. better focus on this last big issue ASAP and jump onto the interesting stuff after that.
Here is the list of the notable modifications that come with the version 0.10.00!
Hello guys!
Finally, after many months of wait, the version 0.1 of H2o is up!!
First of all I have to tell you that a discount will come with this update (40% off) but 9 hours after the release because I messed up between Paris Time and US Pacific Time... So if you want to buy the game, you can wait for the discount.
That said, if you want to support H2o a bit more, you can buy it now.
You are all welcome anyway!
As I said in the previous announcement, many things have changed but not necessary "visible" things. I will not repeat myself too much here but I wanted to inform you about what is better and what might be problematic with this version.
Among the most important changes: the client/server communication code has been totally remade so that the server can have full control over the clients.
The primary objective of this modification is to put an end to the cheaters attacks.
Not all of them will be stopped but the most harmful cheats we have seen before will not be possible to reproduce. (eg. kill somebody by the press of a button, give yourself items, etc.)
As I said, many other things have changed but this is far the most tremendous modification of this update. But even if it can sound like a good thing (and it is), there are also downsides, and that's what I want to point out here.
To give you an idea, the client was controlling most of its own behavior in the previous version. Such as moving, dealing damages, interacting with objects, firing a gun, etc.
I guess you can imagine how this can be dangerous (because it is known that the client should never be trusted), but also, with this system, the lags had way less impact on the player's experience, it was less visible even if it was there.
Now, the Server is behind (almost) every actions of the clients, and gives its approval before letting the client do something. Some behaviors like the movement calculation are simulated on the client side and corrected by the server if the simulation went wrong (if the player went too fast or if he crossed a wall). So, if the communication between the client and the server takes too much time, the game will be less reactive for the player.
You will say that it's the definition of the "lag".
And you would be right, but that's a normal issue if I may say so.
The real problem we have now (at least, it freaks me out) is that the building system of H2o uses way too much of the CPU when the server becomes crowded with players constructions.
What could happen basically would be to have a server that reaches the limits of the CPU: the frame rate of the server would drop and this would prevent the server from sending enough packets through the network to maintain a good ping. And if this happens, no matter the speed of your connection, your client will lag as hell.
Sorry for this technical speech, but all that to explain that if this problem comes up too quickly, we will probably be forced to wipe the servers more often to maintain a playable experience on the official servers, at least up to we build up a solution to the CPU over-consuming building system.
We already have possible fixes for that, but we need a bit of time to implement it the best way.
Well, enough of downsides!
I'm pretty convinced that once this is solved the game will finally be Stable. And we cannot get around this, so.. better focus on this last big issue ASAP and jump onto the interesting stuff after that.
Here is the list of the notable modifications that come with the version 0.10.00!
[ 6084 ]
[ 1345 ]
[ 4067 ]