Sunday, 2 September 2018

The challenge of finding enough playtesters

I recently watched Jan Willem Nijman's great talk on The Art of Screenshake and noticed an interesting YouTube comment to that video by someone named SquidCaps. SquidCaps mentions that for an unknown developer, it's really hard to find playtesters who actually test regularly. I agree that this gets a lot easier the more well-known you are, but I think it might also help to try a different approach to playtesting. So I figured it would be interesting to discuss how we approach playtesting at Ronimo and how to find playtesters.

Let's start by having a look at SquidCaps' comment. It's quite long so I've selected only the parts that I'm going to reply to:


Heh, "let people play your game and iterate".. quite a bit easier to say when you have plenty of gametesters already in the office.. For solo, unknown developer, having just ONE game tester that suffers 10 minutes per week is too much.. What you need is full game, with menus, high scores save games etc, basically a beta before you get any testers and then you get plenty of them.. When it's still in alpha and the biggest, most revolutionary stuff is happening, then you are alone. Something that developers who are already successful almost always forget; you get plenty of free resources at one point. [...]

The truth is that your mates play for a while but without actual team behind you, you can't support them enough, interest dies down and soon, you see that no one downloaded latest build.. [...] I've been on half a dozen playtesting groups with hundreds of members and they all fail.. The sad truth is that no one cares until you are almost done. big teams have people who they employ that can do playtesting and can even afford to pay for playtesting.. [...]"

Playtesting versus QA

Before actually getting into SquidCaps' comment, I'd like to start with making a clear distinction between playtesting and QA (Quality Assurance, not to be confused with Q&A which means Questions & Answers). QA is all about finding bugs, while playtesting is all about making the game more fun, more understandable and finding the right difficulty curve and balance.

QA is usually an extremely boring and repetitive task. For example, in our game Awesomenauts we've had cases where we hired people to systematically test whether all upgrades in the game function correctly. Awesomenauts has around 1200 different upgrades, so you can imagine that systematically testing them all is not a fun job. Another example of something that's done in QA, is trying to walk into walls to see whether collision is correct everywhere. This usually involves running into all walls in a game and is an incredibly monotonous thing to do. Since QA is so little fun, it's usually not done by volunteers or friends, but instead by professional testers who get paid to do this. Often QA is outsourced to specialised companies in low-wages countries. An alternative is of course that the devs do such testing themselves.

The goal of playtesting on the other hand is to figure out whether the game is fun to play, whether players understand how to play the game and whether the difficulty and balance are right. This is a completely different way of approaching testing. Someone who systematically goes through all 1200 upgrades in Awesomenauts is never going to have fun, so QA's way of testing is not going to tell you anything about how fun individual upgrades are to play with. To find out whether something is fun, you need to let testers play in a more natural, unforced way. You can then just observe how they play and ask them afterwards which things they liked and which they didn't.



Now that we have a clear distinction between QA and playtesting, let's get back to SquidCaps' comment. SquidCaps talks about getting people to play new versions of the game every week. For most purposes of playtesting I think you shouldn't just let the same people play every week. Of course it's helpful, since you can ask them questions like "Is the game more fun now than it was last week?", but you won't get a wide diversity of opinions from a small group. Also, these playtesters play with a preconceived notion of the game based on previous playtests, so their opinions will not represent what fresh players will experience.

For these reasons for Swords & Soldiers 2, spread out during development we invited around 120 people into our office so that we could observe them playing. Every few weeks half a dozen people would come in on a Saturday, play for a few hours and share their opinions. We made sure these were different people every time, so that we would get fresh, unbiased opinions.

For figuring out whether the mechanics and tutorial are clear you also need fresh players every time. Anyone who has already played the game can't truly judge whether the tutorial explains it well, since they already know how it works beforehand. Same for difficulty: after practice you get better, so you can't judge anymore whether it's playable for someone who's new to the game. This is also why the devs themselves are horrible playtesters: they know exactly how the game is intended and are usually really good at it, so they can't judge difficulty and clarity.



When to playtest

This is where I totally agree with SquidCaps: playtesting should start early on: "When it's still in alpha and the biggest, most revolutionary stuff is happening." I regularly encounter developers who think you need complete and bug-free gameplay to do your first playtesting, but there's no reason to wait that long. As soon as you've got something playable, you can let others play it.

Sure, in an early stage you probably need to sit next to the tester to explain a lot of stuff, but you can still learn a ton about which parts of the game are fun and which are not. It might even happen that the playtesters don't enjoy the core but really enjoy some other aspects of the game and this might lead you to change the direction of the game altogether. Or maybe they share some great ideas that you didn't think of yet. If you're wondering "Should I wait for the game to be more complete before testing?", the answer is almost always "Nope, just test anyway and see what you can learn!"

Finding playtesters

This is SquidCaps' main point: it's really difficult to find playtesters if you're not successful. I'd like to add to this that it's even difficult to find playtesters when you are successful: at Ronimo we've sold millions of copies of our games, but finding playtesters is still sometimes hard and takes time.

I think the best playtesting happens in person. That way you can see what the other person is doing and ask questions or help out if needed, especially when testing an early version of a game that doesn't contain a tutorial yet and might be full of bugs. That's why SquidCaps' approach of sharing builds online and joining playtesting groups is not something we'd consider until very late in development. We usually only share builds online for players to test in case of betas, like we do with Awesomenauts updates.

Instead, we mostly search in our local communities. For example, I occasionally talk at game dev schools here in the Netherlands. Whenever I do that, I end my talk with asking people to sign up for playtesting. Usually around 20% of the students in the audience do so, so we now have a significant number of email addresses of potential playtesters we can invite. Unfortunately in practice few of them actually respond, but it's still enough to get dozens of playtesters for a game, usually spread out over a bunch of Saturday afternoons.

When our mailing list runs dry, we look further. We've asked around at local game development schools, where students are often eager to visit a real game dev company and play a secret, unannounced game. We've also asked on social media, hoping enough gamers from the Netherlands follow us to actually get some visitors.

In total these usually get us enough playtesters. However, you can go further than that when needed. Here are some examples:
  • I know a game company where the devs took an iPad version of their game, went to Gamescom and let people who were standing in line for some big triple-A game play their game. Queuing people don't have anything better to do so it's rather easy to get them to play for as much as fifteen minutes or more.
  • Similarly, you can go to a random public space with a laptop and just ask people to play. If you're a student this could be the hall of your own school, or it could be a station, or anywhere really. This requires getting over some awkwardness when approaching strangers, but really, this is very doable.
  • If you've got some budget you can also get a booth at a game event like Gamescom or PAX. Booths are not just nice for marketing but also for playtesting. Lots of different people will play your game and you'll get the most honest feedback in the world: the moment they don't like it anymore, they'll just walk away. Painful, but very useful information.
  • You can organise local playtesting events together with other devs. Here in the Netherlands Adriaan de Jongh organises PlayDev.Club, which is simply a gathering of local devs who play early versions of each other's games and share feedback. If there's nothing like that in your community, you can organise something like that yourself, as long as you're in an area that has enough game devs.



None of these approaches will easily get us people who play our game for a huge number of hours. However, if our game isn't that fun yet then maybe that shouldn't be our focus and the focus should be on making that first hour super awesome. Once the core game is a lot of fun, it becomes easier to find playtesters who are willing to come back and invest more hours to get to the advanced tactics and pro skills.

While all of these ideas are easier if you're a more well-known developer and are better connected, with enough effort an unknown dev can also find playtesters in such ways. Before we released our first game Swords & Soldiers we also managed to find playtesters, despite being an unknown studio at the time. Finding playtesters takes initiative, creativity and effort, but in most cases it's doable even for those of us who aren't well-known.

These were some of the things we do at Ronimo and that I've heard from other developers. How do you find playtesters? What are your challenges and have you got any clever tricks?

Sunday, 26 August 2018

Here's how I made my computer write music

One of my current hobby projects is creating a procedural music system: a computer program that composes and performs music all by itself. It's still a work-in-progress in its early stages, but some recent improvements have gotten it to produce quite interesting music already, so I figured it's about time I share some of my thoughts around how it works. Let's start with a little video that lets you hear the amount of variation it can currently do:



Note that this video contains a selection of the nicer pieces, so it isn't all this good. Most of the other music it currently produces is a bit more boring, or too similar to these fragments. The program is a work-in-progress and it should improve a lot as I spend more time on it.

I started programming this for a rather odd reason: I wanted to practice improvising on my cello over complex chord schemes and figured a program that automatically produces those would do the trick. As usual with this kind of thing, it got out of hand and I've so far spent my time making it cooler instead of playing along to its tunes on my cello. I hope I can expand it to the point where it can be a game soundtrack, or a live streaming radio channel on Youtube that constantly produces new music.

My approach to procedural music is mostly based on my own ideas about composition. I'm deliberately steering away from a lot of common composition 'rules' since I expect that's been done already. I think I'll get something more interesting and more personal if I start from my own ideas instead. While I don't ignore music theory either, I do try to avoid rules like ending a chord progression with the dominant and then going back to the tonic or anything like that.

Just to be clear: my music generator is not an AI or a self-learning system or anything like that.

The procedural music generator consists of a bunch of elements that together produce the music:

Chords, rhythms and scales
To 'teach' my program basic music theory I've created a bunch of text files that define a lot of common and less common chords, rhythms and scales. You can see which it's using in the video: it might for example choose to play a C major chord in 3/4 rhythm.



Structure generators
The first thing needed to create a piece of music, is a basic structure. This part of the program randomly chooses the chord progression, the rhythm and the scales. It also chooses how individual instruments are allowed to deviate from the rhythm, so that there's some consistency between instruments without requiring them to do the exact same thing.

Instrument layer generators
These generate the notes for specific instruments. Each category of instruments has a role to fulfil and its own specific algorithm for that. For example, the generator for drums is completely different from the generator for bass. Most of these generators are still very basic so there's plenty of room for improvement there. A lot of the variation in the video above comes from having different combinations of instrument layer generators. For example, some have drums, others do not. I expect that having a lot of layer generators is where my procedural music will get most of its variation. Currently I have five, but I'd like to create at least a dozen. The most important missing layer at the moment is one for actual melodies, which is probably also the most challenging one to get right.

VST instruments
Actually performing the music is done using VST instruments. VST is a standard for digital instruments that is used by a lot of programs on Windows. A VST file is basically just a DLL and I've coded a simple music player that can handle them. For each instrument layer I'd like to have several VST instruments that can play that layer, so that I can get different sounds. Currently most of it sounds very digital, so it would be nice to also have VSTs for other types of instruments, like acoustic drums and guitars.

Song structure
This is an element that's currently completely missing: at the moment all music played by my music generator is simply a loop of 4 to 12 bars. I want to program systems for song structures with verse/chorus/bridge, but also for endlessly progressing music and for music that for example slowly builds up to a climax.

Carefully restricted randomness
All the systems in this generator contain a lot of randomness, but the randomness is limited to specific rules I've come up with. If those rules are too free then the result is noise, not music, while if the rules are too strict then the resulting music will always seem same, so carefully balancing the randomness is a big challenge here.



For future improvements I'd like to add more instrument layers and refine the current ones, add song structures and add more VST instruments. Since I've recently become a dad I don't have a whole lot of time to work on this, so I expect progress will be very slow. I hope to include a first basic version of my procedural music generator as a bonus feature in the home edition of Cello Fortress, whenever that's actually finished.

Let's conclude with a question: do you know any communities for open source or free VSTs? There are plenty of VSTs that can be downloaded for free, but in many cases they just specify that they're free to use, not free to distribute with commercial software. I've so far had a hard time finding usable instruments or getting into contact with (hobby) instrument programmers who might be willing to allow me to include their instruments. Leave a comment if you've got suggestions or are a digital instrument programmer yourself.

Sunday, 28 January 2018

Entertaining players while waiting for matchmaking

In a game where high quality matchmaking is important (like competitive team-based games), waiting times to find suitable opponents are often unavoidable. Today I'd like to discuss the problems we had in Awesomenauts with our initial approach to this and how we made waiting a bit less boring later on.

Until the launch of the Galactron update in 2016, this is how it worked in Awesomenauts: when you started searching you got into a matchroom right away. You selected your character, and then you had to wait in the loading screen until the match was full with 6 players. This could take several minutes and there was no interaction possible whatsoever: just a loading screen that says the match isn't full yet. To show progress we did have six tickboxes that showed how many players had joined and whether they had already selected their characters, but that was it.



A static screen with no interaction possible is probably the most boring type of waiting imaginable. Compare this to current Awesomenauts, where you wait in the menus instead of in a loading screen. Still not ideal, but this means that while waiting you can chat with other players, check out the skills and items of all characters and watch replays and live matches. Awesomenauts has a system where it lists the ten most exciting matches happening right now and also automatically selects a match of the day that you can watch. We hardly advertise watching replays while waiting though, so I think many players don't realise that you can watch a live match or replay while waiting for matchmaking.

An important thing to realise when thinking about waiting times is that on PC, players can simply alt+tab and browse the internet while waiting. This isn't possible on console, but there's always that other option: mobile phones. I don't have any statistics on this, but I wouldn't be surprised if a lot of players ignore menus, replays and chat during waiting times and just randomly browse the internet instead.

While I think current Awesomenauts is a huge improvement in terms of diversions while waiting for matchmaking, I don't think it's ideal. Waiting times for a proper match can be rather long (which is unavoidable if you don't have a giant playerbase and prefer better match-ups over quicker matchmaking) and clicking through menus isn't the best entertainment in the world. I like the solution that PlayerUnknown's Battlegrounds has: players get thrown into a little area where they can walk and jump around, punch each other, voice chat and generally goof around a bit. It's still clearly a waiting area, but it's so much more fun and interactive than a menu or a replay.



Even better is to have some kind of mini-game while waiting. During early development of Awesomenauts we experimented with having a little death match arena where you played until the real match started. It's similar to what PlayerUnknown's Battlegrounds does, but even more game-like since it's real deathmatch. I can't quite remember why we decided not to put this into the game, but I imagine the mean reason was probably a lack of time: we were making a really big game with a small team and needed to cut features in order to finish it before funds ran out.

There might also have been concerns internally that it might be frustrating to be in a deathmatch game and then we thrown out into the main game all of a sudden. Knowing that it can end any moment might potentially make that deathmatch more frustrating than fun. In Swords & Soldiers we solved this frustration by letting the player do single player while waiting and storing the state of that single player as soon as an online match started. This way the player could continue the single player session after having finished the online match. However, this approach doesn't work with an online deathmatch. Still, I think having gameplay instead of menus is probably preferable anyway.



Despite all of this I do think we had some nice touches in the original waiting screen in Awesomenauts. One is that we showed the maximum waiting time left. Waiting for a few minutes is a lot more acceptable if you actually know how long you're going to be waiting than if you don't know whether you need to wait one more minute or ten. If after a few minutes the match was still not full, it would just start with fewer players and add bots to complete the teams. This way the player had a guarantee that when the timer ran out, gameplay would definitely start.

In the new matchmaking system we also want players to know how long they're going to wait, so we still show a number that says how long it takes until the next matchmaking round happens. Only now it's shown in the main menu instead of in the loading screen. This can be frustrating if the time is long (worst case it can be as much as 7 minutes), but at least you know what you're getting into.

In the waiting screen of the old version of Awesomenauts you also heard the theme song of the character you had selected. Every character in Awesomenauts has their own jingle and this adds loads of personality to the game. Since this was basically the only entertainment during this waiting screen we even made these songs longer: jingles for the initial characters were only around 20 seconds, while later on we started aiming for 1:30 minutes to reduce repetition.

In the current system where you don't select a character until the match is full we do miss this great opportunity to let the character jingles shine. Instead you now only hear a short bit of the character jingle after selecting the character. The other way to hear these jingles is in the menus while browsing character stats. Having less focus on these awesome theme songs is a pity.


Ideally your multiplayer game has an infinite number of players and you can find equally skilled opponents right away. However, very few games live in this ideal world, so everyone else needs to think cleverly about how their matchmaking works. Just building basic matchmaking and assuming it'll work out isn't going to cut it. If you're interested in reading more on this topic I recommend reading my previous post on designing matchmaking for non-gigantic communities as well.

In the end I think the main reason we ended up with that waiting screen in Awesomenauts for years is that we underestimated how hardcore our community would be. We had designed Awesomenauts as a casual, fun alternative to the other MOBA games. We thought starting with bots right away and adding players as soon as they came online was way more fun than waiting for a full match. Our players disagreed: joining a match that's already in progress is a disadvantage since the bots might have already lost some ground by the time you replace them. Matchmaking issues quickly became the number one complaint about Awesomenauts in our community, so we increased the waiting time before a match actually starts to 2 minutes (or less if the match is already full). This did increase the chance of everyone being there at the start, but we still got complaints about matches not always being full, so we increased the waiting time even further to 4 minutes.

Since we thought we were making a more casual game we hadn't anticipated that our players would prefer long waiting times to be able to play in a more competitive way. We did adjust the system based on this feedback, but the result was waiting in a loading screen. I'm glad we got to improve that situation when Galactron launched later on.

Wednesday, 24 January 2018

Sandrider

Here's my newest composition: Sandrider! It's a cello trio that revolves around fast arpeggios. At a whopping 5 minutes this one was a LOT of work to record and edit to get it to sound just right. But it was worth it: I'm really happy with the result. :)



Sheet music can be found at music.joostvandongen.com, including arrangements for violin, viola and cello, plus solo versions for if you don't happen to have a cello trio around.

This track was inspired by the way Ernst Reijseger plays in his beautiful song Strabismo Di Venere (from the album Colla Voche). He plays really fast arpeggios there by sweeping over the four strings. I experimented with this way of playing quite a bit and discovered that it also works really well when you play a bit louder than what Reijseger does in Strabismo Di Venere.

I played around with this technique in the live improvisations that djembe player Rene Derks and I did to the game Journey. I liked the sound of that so much that I decided to write a song around this. Hence the name: there's a lot of sandriding in Journey! You can hear the improvised version of this idea at 1:50 in this video of a live performance we did last year.

Sunday, 7 January 2018

The limitations of matchmaking without server logic

I've previously explained how Steam, Microsoft, Sony and Nintendo all offer similar generic matchmaking systems based on rooms. These systems are great for quickly getting things going and are fine for most smallish games. However, if matchmaking is very important for your game and the requirements for matchmaking become more complex, these generic systems turn out to be pretty limiting. Today I'd like to discuss how we tried several approaches to get the best out of such generic systems in our game Awesomenauts and how the problems we encountered ultimately led us to develop our own matchmaking servers altogether.

Keep in mind that whether these problems are truly important depends on the game. If your game is a bit more casual, or has fewer players per match, or less focus on online multiplayer, or allows late-join, then the requirements for matchmaking become a lot less stringent. Depending on how demanding the matchmaking for your game is, none of these problems might be enough reason to skip the great convenience of using an existing matchmaking system.



The main problem is that these generic matchmaking systems don't allow serious logic to run on the server. The server keeps a list of gamerooms that the player might join, but the decision which room to actually join is made by the client. With this in mind, let's have a look at some of the client-based matchmaking algorithms we tried in Awesomenauts.

The 'growing search range' approach

The standard approach to client-based matchmaking is to have a growing search range. The client starts by asking the server for a list of all the rooms that can be joined and then checks whether any of those rooms are near geographically (to achieve low ping) and are similar in terms of skill. A good starting point might for example be that the other players in the matchroom need to be in the same country/state and differ by at most 500 skillpoints (in a system where 10,000 is the average skill of all players). If several suitable rooms are found, then we join the one closest.

This algorithm is simple enough, but the challenge is what to do when no suitable rooms are found. If you're adamant on always having high quality match-ups, then you might choose to simply wait for more suitable players to appear. However, unless your game has an enormous player count this probably results in really long waiting times for the user, or even in never finding a full match at all.

Therefore we increase the search distance over time. For example, we might double the allowed geographical distance and skill difference every 20 seconds. We keep doing this until we've found a suitable match. If at the biggest search range we still haven't found anyone to play with, then we simply keep waiting and searching.

An important note here is that while searching, the player also has her own room open for others to join. As soon as someone joins your room, you stop searching and just wait until enough players have joined for the match to be started. If you join someone else's room, you close your own room. To avoid problematic edge cases like two players joining each other's rooms simultaneously we add a simple rule: if the other room has only one player in it then we only join it if that room has a lower roomID than our own room. This may seem limiting but in practice doesn't matter much: if I can join your room because you have similar skill, then you can (eventually) join my room as well. It doesn't matter who joins who as long as we end up together.

This is roughly the matchmaking algorithm that Awesomenauts had at launch. What we didn't know back then, is that in many cases the result is little better than just joining a random room. For example, let's say a new player starts searching every 5 seconds. In a game with matches of 20 minutes, this means we have 240 concurrent players, which is pretty nice for a smaller indie game (multiplayer games that are an okay success on Steam are generally in the range of 400 to 2000 concurrent players). In the case of Awesomenauts a full match needs 6 players, which means it would take 30 seconds for a complete group to start searching. For decent matchmaking we don't want to play with just anyone though: we want a good match in terms of ping and skill. Only 1 in 4 players will be even remotely acceptable to play with (in practice probably even less), so we need to wait 2 minutes for enough players for a match. However, this won't happen: by the time we've waited that long we will have grown our search radius so far that we will have joined some other match already.

The result is that this algorithm isn't as good at finding a good matchup as one might think initially. We tried playing around with how quickly the search range grows and such, but we couldn't find a way that achieved a big enough improvement.

League-based matchmaking

Back then we got a lot of complaints about matchmaking not producing good match-ups, so we concluded that we needed something different. What we came up with was to add a league system to Awesomenauts and limit matchmaking based on that. We added this to the game in September 2012, a few months after launch. The idea is that we divide the leaderboards into 9 leagues, based on player skill. These leagues weren't just intended for matchmaking, but also for the player experience: it's cooler to be in league 2 than to be in place 4735, even though that might actually be the same thing.



The matchmaking rule we combined with these leagues is that players could only join matches in the 3 nearest leagues. So a league 4 player could join matches that are leagues 3, 4 or 5. A league 1 player (the top league) could only join matches in leagues 1, 2 and 3. Having such a hard limit should keep players from experiencing extremely big skill differences with their opponents or teammates.

For this to work you need to know the player's skill pretty well, so an important question is how well the game actually knows each player's skill. This is an important issue in any matchmaking system and is such a big topic that I'm not going to discuss this today. For today's blogpost let's just assume that the game has a somewhat decent idea what a player's actual skill is.

Another important issue is what to do if there are few players online. Having hard limits on who can join who means that in some cases you might not find opponents quickly enough. For this reason we stretched the allowed league range a bit further when few players were playing at that specific moment. The Steam API contains this information so implementing this is simple.

An easy mistake here is to simply split the leaderboards evenly. So for example if there are 90,000 players in the leaderboards, then numbers 80,001 to 90,000 are league 9. However, this doesn't work: some players play much more than others and players who stopped playing are still in the leaderboards. If these would be evenly spread out over the community this wouldn't be a problem, but of course they aren't: top players play much more than bottom players.

Our solution was that we measured how many matches were actually being played each day in each league and adjusted the league sizes based on that. Our implementation was bit clunky so we had to adjust this by hand occasionally, but it worked most of the time. The result is that league 2 is only a few percent of the leaderboards while league 9 is around 55 percent, resulting in equal numbers of matches being played every day in each league.



The league system was a big improvement for the matchmaking in Awesomenauts: not only did it make the matchmaker much better at matching similar players, it also provided a fun extra reward system, since wanting to be in a certain league is a fun challenge.

One specific problem with league based matchmaking is that going up a league makes too big a difference. If you go from the top of league 3 to the bottom of league 2 you suddenly get way better opponents, even though your own skill might have only marginally improved. Also, the skill difference between the top of a league and the bottom of that same league can be really huge, especially in the top leagues. While our matchmaker also looked for the best room to join in terms of exact skill (besides just the league requirements), it wasn't very good at this because of the problems with the growing-search-region algorithm I described earlier in this blogpost. A way to lessen this problem is to have more and smaller leagues, but we felt having dozens of leagues makes league climbing less fun for players.

The lack of server logic

While leagues were an improvement, this approach didn't fix the big problem that there's no logic running on the servers. Each client decides for themselves based on incomplete information. This is very limiting to how clever your matchmaking can be. There are lots of situations in which this algorithm will fail to produce optimal match-ups. Here's an example:



As you can see, in this case the algorithms described above fail to find the best possible match-up. Perfect matchmaking is impossible without huge player counts, but the matchmaker should do its best to find the best combinations with what's available.

Below is another example of a type of situation that this algorithm doesn't handle well. This one shows that this particular algorithm is particularly bad at matching premades with other premades: as soon as a single solo player joins, there's no room anymore for another premade that might start searching a little bit later.



Undoubtedly some super complex distributed algorithm is possible that can always find the optimal match-ups without any logic running on the servers. However, at that point the complexity of the algorithm becomes so high and debugging so difficult that I think running the matchmaking logic on a server instead is a much more viable solution. So we started developing our own matchmaking system (called Galactron) with our own servers. This was added to Awesomenauts in 2016.

In this post I've shown a number of problems we've encountered with generic room-based matchmaking systems and how we tried different approaches to work around those. However, not all of the issues with our early matchmaking approach were caused by the limitations of generic room-based matchmaking. Some issues were caused by how we had actually implemented our side of it. Those make for an interesting read by themselves so my next blogpost will be about the things we could have done better within the confines of generic room-based matchmaking.

Saturday, 23 December 2017

New song: Grom

Here's my newest song: "Grom"! It's a loud cello trio! I deliberately make the strings rattle a bit to get a more aggressive sound, which was a fun thing to fool around with.



This is actually an older composition: I wrote this one in 2012 to play together with the other cellists of the Kunstorkest, which I was a member of at the time. Since at the Kunstorkest we were supposed to play subtly and rarely truly loudly, I wanted to write something that's super loud and unsubtle, just for the fun of doing something different. At the time I never actually recorded it though, so I did that now and here it is! :)

Sheet music for this one can be found at music.joostvandongen.com. I've also made arrangements for violin and viola, which can also be found there.

PS. Until I took that photo I never realised how evil a cello's bridge can look...

Monday, 4 December 2017

The Daysailer and the Night Cave

I've finished a new song! It's a longer instrumental track with an extensive cello solo towards the end. :)



For this track I had a lot of fun playing around with delay (echo). The rhodes (the piano-like instrument that's heard throughout) has a rhythmic echo at every 8th note. This means that the rhodes is basically constantly playing harmonies with the notes it played just before, which is a pretty interesting effect. At 2:58 I even switch to playing triplets on the rhodes while the delay keeps going in normal 8th notes. So the echo and the original notes have a different rhythm there, which gives an even more interesting effect.

In case anyone wants to give playing it a try, here's the sheet music for the cello part, plus a recording of the song without the cello, to play along to:

This is the longest track I've finished so far and I'm really happy with the result. I hope you enjoy it! ^_^