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Psyonix's team were aware of past difficulties that they had with Battle-Cars and other racing games with online play and client-side prediction, and the issues that would arise from that with Rocket League's fast-paced play style. To solve this, the physics in the game are based on using the Bullet physics engine within the Unreal Engine 3's PhysX engine, which tracks the movement of all the cars and actors, allowing them to periodically re-synchronize the game state across players based on the stored physics states, which enabled players to have quick reactions from their client. At the time of Battle-Cars, Psyonix could not afford a dedicated server network and were forced to rely on individual hosts, which could lead to poor performance with slow Internet connections. Buy Rocket League Items With Rocket League, Psyonix was able to put a dedicated server network in place, writing their own service protocols to interface with Sony's and Valve's online services so as to enable cross-platform play, as well as improving matchmaking capabilities. Psyonix's previous experience in contract work for AAA titles had exposed them to the larger developers' approach to release and quality control, and they were able to apply those principles and aim for the same level of quality requirements in the final release of Rocket League.

They had at one point considered having Rocket League as a free-to-play title with potential microtransactions, following along with how games like Valve Corporation's Team Fortress 2 and Dota 2 had achieved success.Though they had put in efforts for this free-to-play model, they opted to switch to sell the game once and offer only cosmetic elements as downloadable content, assuring that no players would have any additional advantage beyond their own skill. The name Rocket League was selected in part to reduce the size of the game's title in order to appear fully in digital storefronts, and also served to be an easier to remember name as well as a more mature-sounding title than Battle-Cars, according to Hagewood; speaking on Rocket League's development in March 2016, Davis opined that Supersonic Acrobatic Rocket-Powered Battle-Cars was "the worst game name of all time".

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