Joost van Dongen's Blog
Joost van Dongen is lead programmer and co-founder at Ronimo Games, the Dutch indie studio behind the 2D MOBA Awesomenauts and the side-scrolling strategy games Swords & Soldiers 1 and 2. When still a student Joost was part of the team that made the original version of De Blob. In his spare time Joost created the abstract racing game Proun and the live music performance game Cello Fortress. He also composes music and plays cello. Joost has been writing blogposts at his official dev blog www.joostvandongen.com for years.
Modelling interiors behind every window in a city often takes too much performance, so some games use "interior mapping", a shader trick to render geometry that isn't actually there, but still achieves sharp, perspectively correct rooms.
Matchmaking is a big topic with lots of challenges, but at its core is a simple question: who should play with whom? With so many different aspects to take into account (like ping, skill, premades and region) the answer turns out to be rather complex.
Finding playtesters who'll play your game weekly online is really difficult. But should you? This post discusses why you should not let the same people test all the time and how to find enough playtesters.
I'm working on a procedural music generator that composes music and plays it using digital instruments. It's already producing pretty interesting results in the early stages so in this post I share the basic ideas and discuss my approach to coding it.
If high quality matchmaking is important, waiting times to find suitable opponents are often unavoidable. This post discusses the problems we had in Awesomenauts with our initial approach to this and how we made waiting a bit less boring later on.
Generic matchmaking systems on Steam/Playstation/Xbox make development easier, but limit how much control you have over matchmaking. This post discusses several approaches we tried in Awesomenauts and why we ultimately developed our own from scratch.
Joost van Dongen's Comments
[Blog - 09/18/2018 - 10:21]
That 's very true: players ...
That 's very true: players often overestimate themselves and they often use matchmaking and balance as scapegoats. I 've even had a case where a teammate was flaming me all match for being a n00b, while that player was dying all the time and was by far the worst player ...
[Blog - 08/30/2018 - 10:38]
Thanks : r n r ...
Thanks : r n r nBeing able to set the mood and intensity of the music would definitely make it much more useful for all kinds of purposes. Right now the program doesn 't contain anything like that: it just produces music without any idea of the feel of that ...
[Blog - 01/29/2018 - 05:07]
I only played Splatoon for ...
I only played Splatoon for a couple of minutes at an event so I wasn 't aware of that. Sounds interesting, I 'll have a look. Thanks for mentioning it :
[Blog - 01/09/2018 - 09:58]
Yeah, matchmaking is a really ...
Yeah, matchmaking is a really big and complex topic, both technically and from a design perspective. I think a lot of people overlook how complex the implications of subtle things can be and how difficult it is to guess user behaviour before a game launches. Everything you do is a ...
[Blog - 10/31/2017 - 10:25]
[Blog - 07/17/2017 - 10:21]
Thanks Combining live music with ...
Thanks Combining live music with games is still such an unexplored field, I hope more people will come up with interesting stuff in that field. :