I got the crazy idea this evening to try running EPIC in a live environment for the first time at a midnight prerelease, so that's just what I did. After a quick RTools patch (.31 or .32 will have this random issue I found fixed, I still don't know the cause but I quashed the source) we announced the plan to everyone just before round 1 began, and just had a ticker displaying the website to go to.
Now, this wasn't really an event that would have a strong use case for EPIC, but it still had a few judges, high-level players, and random folk. It's enough that with 4-6 people actually trying it, I could get some good feedback without any chance of server stress. I think about 10 people were using it at some point over the event, and the feedback received was entirely positive and gave me a good path to look forward to in continuing development. (namely, handling bad DCI entries better)
Sleep now, more talk later...
Update 09/25/10: There's a lot of minor notes and changes that I am looking at from one day of the prerelease weekend which I will be at this weekend. The big thing is that things really don't work perfectly when the event is 2HG. I'm not saying that it shouldn't be used, but that the more interesting things RTools can do start having issues once you start moving into team events.
Internally, RTools is at v.32, with the next alpha release probably being v.34. v.31 had a kludge implemented to allow EPIC to work with a specific event setup that I didn't test before, while v.32 made some adjustments to the display that were needed for the setup where I was. Before I release another alpha, I want to clean up these two versions, and also make some changes to the match slip pairing code.
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