I would add the network test conditions to the prototype row. Eight players on a clean local connection and eight players with delay or someone dropping out are different milestones, even with the same map and weapons
Good point, and one we should have made explicit. Eight players on a clean local connection mostly proves the game logic works. Eight players with added latency, some packet loss and someone dropping out and rejoining is what proves the netcode. We test with the network simulation tools in Unity and Unreal before calling a prototype done, but it belongs in the milestone definition itself, so we've added a section on agreeing network conditions per milestone to the original guide. Thanks for the push.
Crownforge
Free-to-play browser fantasy strategy & city-builder | Heroes, dragons and alliances | Closed beta soon
I would add the network test conditions to the prototype row. Eight players on a clean local connection and eight players with delay or someone dropping out are different milestones, even with the same map and weapons