AROA (saved post)
Revision as of 16:33, 23 November 2016 by imported>Cailet (Created page with " Note 43 Kalder (Mon Oct 26 09:02) tl;dr Astaria, One of the most common and persistent difficulties in the job of the wizardry is dealing with legacy code. Y...")
Note 43 Kalder (Mon Oct 26 09:02) tl;dr Astaria, One of the most common and persistent difficulties in the job of the wizardry is dealing with legacy code. You've all heard us mention it - previous wizards didn't code or write their projects to our standards, or we disagree with the methods they used to accomplish it, or their code introduces bulk volumes of errors in newer systems... whatever the specific complaint, we're quite happy to declare legacy code to be the bane of our existences. We've even gone so far as to commonly state that a lot of the worst parts of the mud will never get fixed, because every layer of problems rests upon another layer of problems that eventually propogate all the way down to the base lib and in some cases the driver. Thanks to an outstanding and highly productive collaborative effort of the staff members over the past few months, we now have developed a new core mudlib which addresses a great many of these problems, and introduces a lot of very significant new features that we've wanted for a long time, now -- both features that players would appreciate, and features to make the coding aspect of our wizard jobs easier. However, there's one thing that we've been acutely conscious of throughout the development cycle of the new lib. We have an absolute aversion to making the place inhospitable to all of our existing members. It's a waste of your time and especially of ours if we open the mud on the new lib, you log in, go "This isn't like Astaria anymore, it sucks," and log out never to return. Right now, the lib is a primordial soup that could congeal into life in a number of different directions. There's two major ones we've been considering while building it. We believe that we'll get the best value from our time and our creative ability by involving you, the players who've evolved Astarian life, culture, and society for the past decade and a half, so we post this question to you: Would you rather see a new Astarian mud which replicates significant portions of the current areas, guilds, and features, as a direct replacement for the existing copy? Or would you rather have the current mud left running, and see the new one set up as a parallel or "sister" mud, for instance one which deviates into the past or the future of Astaria as we know it now? Obviously there isn't a simple answer possible for most of you -- it would depend a lot on just how similar things are, and on things like whether it would be possible to migrate your current characters to avoid having to start over at heritage level 1. To some extent, we don't have a lot of answers for you. But, some of the things that the wizardry have been considering or at least have mentioned throughout the project: 1) In either case, we would like to have some ability to migrate characters so that you're not stuck relevelling from scratch. The degree to which this is possible varies. If we were to recode the existing areas, guilds, and systems, it could potentially be a direct export from legacy Astaria to the new copy with nothing lost. If we were to fork off to a sister mud, it would more likely be just a few levels and possibly some basic gear. 2) In the case of replicating existing areas, it is absolutely certain that not every area would be converted to the new system and lib. Some areas simply are not worth the time and effort required to replace them, either from technical or storyline perspectives. It is possible that these areas could constitute the majority of the existing mud. 3) Like with areas, guilds would be subject to revision as well. The initial guild selection would be limited so that the mud would be playable more quickly, and would increase over time as we had the manpower to faciliate it. 4) Conversely, the guilds could be subject to a great deal of change in a "sister" mud, perhaps even so far as abandoning the original Dungeons and Dragons-based fighter/cleric/thief/ mage divisions and their derivatives, and adding guilds which are very different from the way we view them now. (Beastmasters and monks, perhaps?) One sneak preview of a feature we can assure you will exist (since we've already coded it) is that when you log into Astaria, you'll do so with an account rather than a character. That account will have a certain number of character slots (3, currently) which you may choose from. We're hoping that this will alleviate some of the lure of multiplaying by giving players a legitimate means by which to experience multiple guilds concurrently. We would like to stress very strongly that this new lib will not be playable in the near future, certainly not before the new year and probably not for months afterwards, even optimistically. The state of it right now is just barely sufficient that people can log in and code - as of the time of this post exactly two rooms and no NPCs have been placed in the game. It's very bare-bones. We would like to be extremely clear about this. We don't mean to kill you with anticipation, but we're just about ready to start the large-scale building and wanted to get a feel for which direction that building should go before investing thousands of man-hours of time into it. Discussion, debate, opinions, and questions concerning the contents of this post may be posted to the Adventurer's Guild Hall board north of here. Kalder