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News with tag Maxis  RSS
EA Salt Lake Focusing on Mobile Following Layoffs

Added: 30.01.2014 19:02 | 7 views | 0 comments


"All of Maxis is gone" in Utah, while All Play's future is cemented in mobile development.

Tags: Says, Maxis, Last
From: www.ign.com

SimCity is finally going offline

Added: 16.01.2014 7:21 | 11 views | 0 comments


It's finally happening guys, over a year after release, the thing Maxis and EA told us was impossible is finally coming...

From: megagames.com

News: SimCity offline mode took Maxis over 6 months to make work

Added: 15.01.2014 10:13 | 13 views | 0 comments


Stands by initial statement that the offline mode wouldn't be possible "without a significant amount of engineering work".

This is what the Fox said:

"The original creative vision for SimCity was to make a game where every action had an effect on other cities in your region. As such, we engineered the game to meet this vision, setting up the player's PC (client) to communicate all of its information to the servers. That means that our entire architecture was written to support this, from the way that the simulation works to the way that you communicate across a region of cities. So yes, while someone was able to remove the "time check" shortly after launch, they were unable to perform key actions...



From: www.videogamer.com

Why did a SimCity offline option take so long?

Added: 15.01.2014 0:49 | 11 views | 0 comments


Electronic Arts development studio Maxis recently announced that they're of interconnected cities. Although some players were able to find a workaround to play offline, Fox wrote, "...they were unable to perform key actions like communicating with other cities that they had created locally, or with the rest of their region(s), or even saving the current state of their cities."

As further explanation, Fox wrote, "SimCity was written to rely on the servers. The game routinely pings the servers for critical pieces of data (region status, workers, trading etc.) and it relies on that information to keep the simulation moving. This meant rewriting the entire system, which previously existed in Java, and putting it into C++. We’ve had to knock out the internet pipe stuff. There’s lots of code that hits the servers looking for information. We’ve had to write a lot of code to produce that data locally, specifically for region information."

The update is nearing completion and Fox says his team has been working on the update since August. "We’ve hit Alpha and are in the final stages of testing before we release it as part of Update 10 in the future."

However, the removal does mean there will be some sacrifices. Fox wrote, "We had to remove parts of the game for it to function properly as well. This means removing lots of code integral to Multiplayer [including] code and UI supporting Trading, Social Features, Global Market, Leaderboards, and Achievements. And, all without crippling the Multiplayer game."

While the reaction to the change has been mostly positive across the Internet, many comments in the Maxis post lament the fact that the update will not increase the size of cities users can create. But how do you feel about the news? Will this encourage you to get back in and try it out, or is it too little too late for SimCity?

From: www.gamespot.com

Why did a SimCity offline option take so long?

Added: 15.01.2014 0:49 | 9 views | 0 comments


Electronic Arts development studio Maxis recently announced that they're of interconnected cities. Although some players were able to find a workaround to play offline, Fox wrote, "...they were unable to perform key actions like communicating with other cities that they had created locally, or with the rest of their region(s), or even saving the current state of their cities."

As further explanation, Fox wrote, "SimCity was written to rely on the servers. The game routinely pings the servers for critical pieces of data (region status, workers, trading etc.) and it relies on that information to keep the simulation moving. This meant rewriting the entire system, which previously existed in Java, and putting it into C++. We’ve had to knock out the internet pipe stuff. There’s lots of code that hits the servers looking for information. We’ve had to write a lot of code to produce that data locally, specifically for region information."

The update is nearing completion and Fox says his team has been working on the update since August. "We’ve hit Alpha and are in the final stages of testing before we release it as part of Update 10 in the future."

However, the removal does mean there will be some sacrifices. Fox wrote, "We had to remove parts of the game for it to function properly as well. This means removing lots of code integral to Multiplayer [including] code and UI supporting Trading, Social Features, Global Market, Leaderboards, and Achievements. And, all without crippling the Multiplayer game."

While the reaction to the change has been mostly positive across the Internet, many comments in the Maxis post lament the fact that the update will not increase the size of cities users can create. But how do you feel about the news? Will this encourage you to get back in and try it out, or is it too little too late for SimCity?

From: www.gamespot.com


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