Dev Blog

Hi, this is the Stranded III development blog. What you see here are actually posts from the Stranded III Dev. Blog Thread at UnrealSoftware.de. There are currently 41 dev blog entries:

Entry 41 - May 2, 2016

I didn't manage to do ANYTHING for Stranded III this week
Here's a little image to console you:
IMG:http://stuff.unrealsoftware.de/pics/s3dev/ohnoguy.png


Some Off-Topic Stuff
I released a new Counter-Strike 2D version though. It seems to have some critical bugs (they came out of nowhere! I promise!) which is hell because releasing a new CS2D version is a complicated process. It's a horrible nightmare. I never invested a second on any automation and therefore my CS2D-release-process consists of many annoying and super error-prone steps. I'll share them with you because I really have nothing to show regarding Stranded III this time.

After finishing everything I do the following stuff on my Windows machine:

• Compile the game client
• Compile the dedicated server
• Copy changed files to a release folder
• Copy changed files to an incremental update folder
• Make a zip from the release folder
• Make a zip from the dedicated server
• Run my auto-update tool to generate an incremental auto-update package for the in-game auto-update function
• Run Inno Setup to generate an installer
• Upload all 4 resulting files to my vServer (client as zip, client as setup, dedicated as zip, client auto update package)
• Also upload the client zip and setup to uploaded.to just to have a mirror
• Update the links & version at www.CS2D.com/download
• Update the version at www.unrealsoftware.de/game_cs2d.php

Then I boot Ubuntu in a VM and

• Compile the game client
• Compile the dedicated server
• Make a zip from the client
• Make a zip from the server
• Upload them both

Afterwards I boot another VM with MacOS and do the same here. I skip the dedicated server for MacOS though (I could make one but I really wanted to save some steps)

• Compile the game client
• Make a zip from the client
• Upload it

After doing all of this it's time to go live with the new version:

• Update the game version in the U.S.G.N. master server (this will trigger an auto-update for Windows clients and/or tell people to update the game)
• Write a German and an English news thread at UnrealSoftware.de
• Optionally write it on Twitter/Facebook

...and there are also some other small steps that I left out. Like updating changelogs, language files, command lists etc.

It's fun. I can do it in half an hour if everything goes really well but normally it doesn't.

So why do I share this with you (except for the fact that I don't have news about Stranded III)? I want you to stay sane! So please, if you're a developer: Consider to automate your build process. Especially if you're developing a cross-platform game! Everything else is madness and will lead to a lot of trouble.

I will do the same for Stranded III. I'll either set up my own little build server(s) or use Unity's Cloud Build service.

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