Flash Bugs

1 24th November 2014 Andrew Wesson

Here at Demiurge, like many other studios, we use Flash for authoring our UI. Marvel Puzzle Quest, being a 2D game and functionally acting like a series of UI screens, has almost 100% of its content created in Flash. While Flash has a lot of nice features that allow our developers to easily author, layout, and animate our UI screens, it also has its fair share of issues. Recently we ran into a fairly sneaky one with some very noticeable consequences.

For a couple of releases in a row, we...

From Robots to Superheroes: Content

0 28th October 2014 Joseph Zupko

At Demiurge Studios, we first created a game engine to power a PC/PSN/XBLA 3D run'n gun (Shoot Many Robots). Since then, our engine has evolved into a broad internal core technology with support for seven platforms. Recently it has expanded with "Games as a Service" features such as content patching and just-in-time content delivery to drive our flagship 2D match 3 (Marvel Puzzle Quest). What follows are some observations and lessons learned on the journey of one part of this technology, our...

From Robots to Superheroes: Graphics

0 16th October 2014 Joseph Zupko

At Demiurge Studios, we first created a game engine to power a PC/PSN/XBLA 3D run'n gun (Shoot Many Robots). Since then, our engine has evolved into a broad internal core technology with support for seven platforms. Recently it has expanded with "Games as a Service" features such as content patching and just-in-time content delivery to drive our flagship 2D match 3 (Marvel Puzzle Quest). What follows are some observations and lessons learned on the journey of one part of this technology, our...

Develop Forward

0 3rd October 2014 Kevin Teich

Marvel Puzzle Quest launched a year ago and people started playing it. They also started talking about it. As we received more and more feedback from players, we wanted to react more and more.

At the time we made a new release every two weeks. To implement a change it would take 1-2 weeks to finish the release we were working on, 2 weeks to implement the new feature in the next release, a few days to test and fix bugs, and 1-2 weeks for Apple to approve it. That’s 4-6 weeks to respond to...

Tech Stack Overview

0 24th September 2014 Owen Raccuglia

A few people have asked us about the technology behind Marvel Puzzle Quest’s multiplayer servers. Here’s a list of all the different tools and services we use.

The service is a Python-driven HTTP-based API. It’s written in the Django framework, and web requests are served by gunicorn and nginx. We also have a collection of asynchronous jobs, like issuing post-event rewards, which we run with APScheduler.

Our data is stored in PostgreSQL, which we chose for its focus on data integrity and...

Read more / Tags: server