March 5th, 2005, 06:50 PM | #1 |
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Join Date: Feb 2005
Posts: 281
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Clean-up !
I mentionned it quickly in my article last week (see "News from the
devs" => http://ryzom.com/forum/showthread.php?t=11893) : the devs are currently giving the Ryzom code base an early spring clean. It required more than a few words to introduce it, and my article was already quite long, so I wanted to have this dedicated space to explain its overall philosophy to the best. But, don't worry - it will be shorter than last week. :-) 1) Goals Although in the past we've not communicated a lot on how we work, here at Nevrax we do keep a vigilant eye on the feedback on the forums, the suggestions that are sent to the community managers and the general opinions that circulate in game. Over the time we've built up a large collection of points that have been raised by different people at different times and that deserve deeper consideration by the dev teams. Some of these points are large, but many of them are small and less troublesome to implement. With the spring clean, we are jumping on the opportunity to dig out the points that were either previously blocked by technical issues or that we just didn't have the spare resources to work on, and seeing what can be done to get them into the game. To be able to fulfill these, there was some re-work to be done on some of the "behind the scene" game systems. Some of them were coded at a very early stage of development, and had to be adapted to two years of iterative refinement of the game mechanisms; as described in my previous article, the fast paced development cycle of post-release did not allow much ground refactoring. While we're at it, we are also taking time out to polish the systems which are actually preventing game content from reaching its full potential. For example, the rates at which rites and bosses can be introduced are directly linked to the improvements the developpers will make to the code base. Also, having better systems means that new features can be incorporated more easily, with less risk of side effets and resulting bugs. In a nutshell : when the flexibility of the underlying systems is improved, our capacity to get more content and features into the game is improved as well. 2) Current work Here are some of the first elements that are being addressed at the moment : - Inventories : The first (big) piece of work is the refactoring of inventories. The game rules having evolved somewhat since the inventory system was first implemented, possiblities have arisen to simplify the internal management of items and inventories in general. These simplifications make it possible to change legacy system limitations and allow us to make some visible improvements. For example, the guild inventories that were previously limited to roughly 250 slots will soon see this limit vanish in favor of the larger 'bulk' limit. There will be significant improvements to the way that similar items are grouped into stacks in the inventory, and so on. Here, the re-work will allow you to have more storage space on your inventory, and the developpers to keep some of their hairs while dealing with it. - Bugs : As most of you are probably aware, any issues that are signalled as bugs, via the in game customer support tools, are passed on to the dev teams where they are prioritised and looked into on a regular basis. With the spring clean, the guys have been delving into the reported issues database, digging out the issues that they had previously put to one side. As a result, you'll be seeing some significant fixes coming through in the next few patches. 3) More to come... Of course, I will keep you informed of the following steps of the spring clean as we progress on it. -- Xavier. |
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