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After 1.1 million plays in soft launch and countless updates, Vortelli’s has finally

been released globally on Poki. You can 💻 play it here:

//poki/en/g/vortellis-pizza

My Journey with PlayCanvas

I started working with

PlayCanvas in July of 2024. After one year of on 💻 and off work, I released a playable

version of Vortelli’s in mid-July 2024. After having spent so long working on 💻 the same

project, I had no idea if it was any good. It received a small amount of attention from

💻 Twitter and the PlayCanvas forums. Around the same time, I sent a demo to Poki. I was

absolutely delighted to 💻 learn that the Poki team loved the demo and wanted to work with

me! I signed their publishing agreement and 💻 over the next few weeks, I worked with them

to integrate their API and monetize the game with ads.

At the 💻 end of August, Vortelli’s

was soft launched in a few test regions, Brazil, France, Italy, Sweden and Turkey. This

was 💻 my first time launching a game at scale and I had no idea what to expect. On the

first day, 💻 my eyes were glued to the stats dashboard and I kept checking my game server

logs over and over. I 💻 didn’t get much actual work done that day! The player count

peaked at 12 on the first day of soft 💻 launch.

The next day, I noticed a worrying

netcode bug and players were leaving angry reviews complaining they couldn’t click on

💻 anything in the game. After hours of stressful debugging, I found a time code bug in

the netcode I’d written 💻 where players with low spec devices were sometimes getting

desynced and weren’t able to interact with objects in the game 💻 world. In a mild panic,

I managed to implement and deploy a fix. I learned that the dt variable can 💻 drift over

time making it unsuitable for precise time keeping, use performance.now() instead.

Unfortunately that was just the start of 💻 my problems.

The next morning I was woken up

around 4:30am by a notification that all the servers were completely full. 💻 At this

point I had two servers, one in Dallas USA and another in Frankfurt Germany, each

capable of supporting 💻 40 players. At first, I thought this was a bug and maybe

departing players weren’t getting disconnected correctly? Unsure, I 💻 created two more

servers and within minutes they were also completely full. Vortelli’s somehow had 160

players online! I kept 💻 creating new servers and they seemed to be filling up as quickly

as I could launch them. This was not 💻 a bug, Vortelli’s has been featured on the front

page of Poki and there were thousands of new players finding 💻 my game. I believe Poki’s

system automatically moves games with strong user engagement to the front

page.

Eventually the player count 💻 settled down and I got to work on automating the

server scaling. I knew I couldn’t wake up at 4:30 💻 every morning to manage servers. I

used Linode’s API to automatically create new servers as the player count increases and

💻 then automatically shut them down as the player count decreases. I didn’t get this 100%

perfect on my first try, 💻 there was at least one time when I accidentally shut down

servers with players still on them. My apologies if 💻 you were one of them.

Over the next

few weeks, I worked to fix bugs and implement some new features. There 💻 were all kinds

of helpful suggestions from the PlayCanvas community, Twitter and the Poki team. During

the soft launch period, 💻 Vortelli’s was played 1.1 million times.

PlayCanvas has proven

to be very reliable, especially across multiple devices of varying specs. Uploading

💻 PlayCanvas builds to Poki is very simple. In the PlayCanvas editor, I can simply

download a .zip of my entire 💻 project, then upload the same .zip into Poki’s developer

dashboard.

PlayCanvas and Poki work well together when it comes to error 💻 tracking. The

Poki dashboard maintains a live feed of the console errors coming from players’

browsers. PlayCanvas provides very clear 💻 error messages containing script file names

and line numbers, even in exported builds which has made it very easy to 💻 track down

issues even in production.

Despite the occasional stressful situation, this has been a

really fulfilling project. I have a 💻 few Vortelli’s updates planned and of course I’m

open to suggestions from the community. If you have any questions about

💻 Poki/PlayCanvas, please let me know, I’ll do my best to help!

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