I wrote the multiplayer code for Descent 2 and Descent 3 (as well as the graphics engine for D3). Although I can't remember all the details because D2 was back in 1995(!), D2 had a significantly overhauled network layer from D1. Some examples: Short packets, where position and orientation data was quantized down into single bytes instead of floats, lower packets per second (you could go down to 5 PPS if I recall correctly). We were also the first game where if the 'master' dropped out the game another player would become the master in a hand-off scheme that was a bit complex. The master controlled things like notifying other players of new players, end of level stuff, etc. We had to sweat every byte because we were trying to have 8 players with low lag over a typical 28.8 baud modem.
D3 changed the overall feel of the Descent series, mostly because we introduced a terrain engine and that had a cascading effect on the rest of the game. The speed of the ship, for example, had to be significantly increased because if we used the ship speed from D1/D2 then going out into the terrain felt like you were stuck in molasses.
Working on those games was incredibly fun. Ah, to be 25 again.
D3 changed the overall feel of the Descent series, mostly because we introduced a terrain engine and that had a cascading effect on the rest of the game. The speed of the ship, for example, had to be significantly increased because if we used the ship speed from D1/D2 then going out into the terrain felt like you were stuck in molasses.
Working on those games was incredibly fun. Ah, to be 25 again.