Originally posted by Deathstrike
View Post
Once you have your setup to where you happy with performance and cost, then you can move onto the next step, for me it is getting a proper registration site, with confirmation emails, account management, a central place to control game access. What was good about that was as I jumped into php to setup my account registration page it helped me understand what is going inside the kit with the php code being used. I used this website for information on setting up a registration page, here is link, but you can choose what ever you like I only mention this as an example. Next step for me will be to get the patcher and game download setup so a person can download the game, patch it and begin playing. I'm not even going to begin to add content until I am comfortable deploying updates, patching and client building. CodeSpartan mentioned possible a work over of the patching system with the update to Engine 4.11, hopefully that is not too far out. Then of course once you have all this in place your ready to add content, design features, deploy to your download, have it downloaded, patched and tested. That is my route, but each designer will have to decide his/her path.

If your like me you want to hurry up and get to design and world building, but remember, learning and setting up the base gives you a strong foundation to work on, so if you encounter issues or problems in design mode you know how to trouble shoot and find the problems. This can save precious time when it's time to manage your workload. I hope this helps, and look forward to seeing what cool games emerge from this great kit!
Comment