Let’s start with the small print. We asked 51 judges to select their top 50 men’s Ashes cricketers, from which we calculated a top 100: 50 points for No 1, 49 for No 2 and so on. The voting rules were simple. Players were assessed solely on their performances in Ashes cricket, though judges could interpret that any way they liked. (Yep, someone did vote for Gary Pratt.) The judges had to pick at least 15 players from each country and a minimum of five from each of five different eras: players who made their debut before the first world war; in the interwar years; from the second world war to 1974; from 1975 till 1999; and from 2000 onwards.
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In order to iteratively develop the offline architecture while also continuing to support the live-service flows, we introduced a local feature-flag that controls whether this new serverless mode is enabled. When disabled, the game functions as it did for the online live-service era sending out real HTTP requests. However, when the feature-flag is enabled, HTTP requests to the Towerborne service domains instead get routed through the local DLL rather than over the internet. From the Unreal game client’s perspective, it is still continuing to make the same HTTP requests as it did in the live game; none of the code surrounding these individual API requests needs change.