Lookup tables and data transferred to the production database. procedures transferred. Game server droplet is configured and game server transferred. Game server connects to the new production database using an internal network connection (no $$$ this way…).

Proxy server is configured and running. It connects to the game server using an internal network connection. Game client connects to the proxy server which relays to the game server successfully.

At this point, all of the production pieces are in place and working fine.

Because I am a visual person, below is a simplified network diagram for the game:

The game is small enough (even though it meets the original (and IMO, only) definition of an MMO, ability to handle 100+ concurrent players), that I saw no reason to separate out a login server and have multiple back end game servers. I believe an MMO should be one world that everyone can play in. For the younger folks, that would be like Eve Online. For those of us who have been around awhile, it would be like the multiple mmos from the 1990s.

That was pretty much it since the last post. Currently back to working on the Map Editor.