Cloud compiling with Azure
I use Microsoft's Azure to do cloud compiles of the c++ engine for my new game. For Thimbleweed Park builds were hand compiled which took a lot of time and was very error prone. More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. It's nice to have builds compiled in the cloud and know they are from a pristine environment each time. I also don't have to keep a Windows machine (or a VM) around just to do a build.
Cloud builds are also critical for my (slow) move off the Mac to Linux (more on that later).
To compile the Windows build on Azure takes between 6 and 15 minutes which is crazy since I can compile the game locally in 1-2 minutes. Same with the Mac build. For me to get a new playtest or (more importantly) a dev engine build can take 15-30 minutes.
While waiting on compiles to fix a critical bug, I can't help but imagine Azure is running hundreds of jobs on some pour Windows machine stuffed in the corner of Steve Ballmer's old and forgotten office. I know this isn't true, but it's what it feels like when I desperately need a new engine.
I might give AppVeyor another try now they can do Mac builds. The .yml
files for Azure and AppVeyor are annoyingly different so I've resisted doing a compile speed run-off.
On Azure you can pay for 2 jobs which does allow the Mac and Windows builds to compile concurrently, but what I really want is to run on less overloaded machines. It's not worth paying for a dedicated machine due to it being idle 99% of the time. Self-hosting is another option but it defeats the purpose of wanting to make maintaining machines "someone else's problem".
Ideally I would be able to get builds in less than 5 minutes.
Bitch. Bitch. Bitch.
I think it is reasonable to buy a dedicated testing computer.
Have a nice day!

But you have the time to wait 6 to 15 minutes / build, right?
[bold]Plus I'd have to buy 3 machines (Mac, Windows, Linux)[/bold]
Occupational hazards!
After all, TWP is delightful to play outside on a pleasant day, on a hand-held device...so I'll just quietly assume that [next game] will be likewise.
btw I'm willing to sweeten the deal by dropping another $5 in the tip jar, if that'll help! WHICH I ASSUME IT WILL!
But sometimes it makes me think that we ought to get more patient. Our economies and lives are moving faster and faster. The whole world has become extremely fast moving already. So, I believe, people can stay healthy only if they slow down frequently. When my computer is busy for a longer while, I often just make the best of it, like going into the kitchen in order to refill my cup for example, instead of being annoyed about the waiting. In fact, we know that the computer is a hard worker in any case.
By the way, I have been watching your recent video conversation with the founder of the Video Game History Foundation (embedded in the blog entry above this one), in which you mention that it had taken hours to rebuild the first Monkey Island game back when you were developing it. So, it could have been worse, couldn't it?
However, I hope that you will successfully find an appropriate cloud service that is faster. Computing capacity is of course important for a smooth work flow.
Waiting for that. _Now_ I'm thrilled.
Just sayin' ;-)
I hope it's not a graphic adventure, 'cause nothing will ever EVER top TP.
TP is the graphic adventure to end all graphic adventures.
It is the end all, be all, and represents the absolute PINNACLE of the artform.