Summary of the 2XKO Development Update
This post details improvements made to 2XKO’s online experience, focusing on spectating and matchmaking.Here’s a breakdown:
1. Spectator Mode Improvements:
* initial Problem: Early spectating attempts involved sending snapshots of the game state from the player to the spectator. This caused important performance issues (FPS drops for the player being spectated) and security vulnerabilities (potential for buffer overflow attacks via manipulated snapshots).
* Solution: moved spectating data processing to the server-side. This eliminates performance impacts on players and enhances security. Spectators now receive data from a secure server, resolving the previous issues.
2. Cross-Lobby Matchmaking:
* Initial Problem: finding matches could be slow,especially when lobbies weren’t full. Features like leaderboards and win streaks were less enjoyable due to long wait times.
* Solution: Expanded the match search to include all online lobbies,not just the current one.
* Matches found within the current lobby still use the cabinet system.
* Matches found in other lobbies assign cabinets to both players, with the opponent appearing as a hologram.
* Win streaks are maintained regardless of lobby.
* Matchmaking System: The system prioritizes finding a good match within a reasonable timeframe. Match times are quick during peak hours (similar skill players) but may be faster with wider skill gaps during off-peak hours.
* Future development: The developers are seeking player feedback on whether to prioritize match speed or skill matching during off-peak times.
Overall Goal:
The developers are committed to making the online experience in 2XKO as good as, or better than, offline play. They will continue to iterate on these features based on player feedback even after the Early Access period.