Showing posts with label mud. Show all posts
Showing posts with label mud. Show all posts

Saturday, March 03, 2007

Evolution

OK. This is off the cuff - no editing. So here goes.

Let's lay the cards on the table first: I develop Legends of Karinth for fun. I want to see it grow; I want to see it made into a better game. I was a player for a long time, and now, as a staff member, I have a chance to see all of the fabled 'someday in the future' systems come into effect. As the main coder for Karinth right now, I'm responsible for most of the changes that come in on a day-to-day basis. So, let me clarify a few things.

We are still in active development. Now, I don't want to come across as the bad guy, but this means that, like it or not, changes ARE going to happen. And, like it or not, some of them ARE going to be drastic. We still have the 'beta' tag, which means that lots of our planned systems aren't in yet, and many of the ones that are in need fixing up. Just because a command, a skill, a system, or whatever doesn't seem 'broken' on the player end of things, it could very well be totally buggy, causing crashes, dealing with memory poorly, and so on. A good example are flymounts. Contrary to popular belief, the code WAS horribly broken. You may not have always seen it for yourselves, but it was. The tethering system caused horrible crashes, strange bugs, and lots of other things. Removing flymount saving cleared them all up. What you also didn't see was a whole lot of back-end stuff changing, which makes them easier to store, easier to access, etc.

The beacon/gateway system is another example of that. Both of them had major problems, especially when it concerned saving them in the playerfiles. So, to clear them up, we changed how they were stored. Yes, this meant some changes to user-end gameplay. But we thought that we balanced out the change in distance pretty well by (A) making beacon a whole lot cheaper, (B) increasing the max number of beacons by a ton, and (C) removing the need to train gateway as a separate spell. So, again: it was a NECESSARY change that will benefit the game a lot in the long run.

Which reminds me - you need to keep in mind that not all of the changes we bring in are designed to make the game easier, and they're not designed purely with "now" in mind. We're trying to balance the game for the long run, meaning that when we bring in a change to something like repairing, it's been designed with a long-term view in mind.

Speaking of which, most players probably don't realize how much we discuss things up in staffland. We're not just bringing in changes because we feel like it, or because we want to screw the players. No. Virtually every change is a result of hours, days, or even weeks of discussion involving basically the entire staff. We have lots of stuff planned for this mud, and eventually it'll all be put in. We take into account the future when we're bringing in new code, and that's not going to change.

And of course, we welcome constructive criticism, suggestions, and all that stuff. Players are just as important to the game as staff are.But please, if you're going to criticize, don't just talk to one staff member. We're all responsible for the changes. Use the QA channel, send a note to 'staff' or 'immortals', etc. But verbally lambasting in private isn't good for anyone. It accomplishes nothing and only serves to antagonize. At the very least, if you ARE set on talking to one person and one person only, then at least talk to the person who's bringing the changes in: me. But, talking to one person is NOT going to accomplish anything. So, don't do it. Talk to us all. That's why we're here.

Finally: don't forget that we're fans of Karinth just like you are. We play the game too. We're volunteers. We're sacrificing our spare time - hours a week, even hours a day in the case of a tireless coder like me - to try to make this game better. Where am I going with all this? Exactly where I started: expect change. It's going to happen. And it's good. It might be shocking sometimes, but trust me - we do our homework.

Tuesday, February 06, 2007

Stylin'

Some game aspects get designed, get developed, and get implemented smooth as glass, gliding into place with the grace of an Olympic-ranked ice skater in a triple lutz. Every twist and turn is seamless and beautifully executed; each aspect of the performance is a joy to behold. The costumes are perfect; the music is absolutely right. The crowd goes wild, the applause is deafening, and the medals stack up galore.

What the crowd doesn't see are the years of 6:00 AM rink sessions and after-school practices that stretch out into the evening dark. They don't hear the harsh yelps of the $150/hour coach dragging his Olympic hopefuls through repetition after repetition of routines, alternately begging and scolding, pleading and cajoling until his preteen victims collapse in tears of frustration and hapless tantrums. They don't bear witness to the wrenched ankles, bruised behinds and taped knees.

Routines are never perfect the first time they are executed. Even a seasoned pro has to spend quite a bit of time working on a new dance.

An immense amount of redesign has gone into styles, from the inside out, the bottom up, the core to the surface. Virtually nothing of the first attempt will remain when this new approach gets into place. Tarn, with his incredibly detailed design and plan - and Falknor, with his incredibly detailed code and implementations - are taking this aspect of combat to an entirely new level.

I'm willing to bet that this new dance will be an amazing joy to behold.

Saturday, February 03, 2007

On the Wings of a Review

With her sharp eyes and ... receptive leaves, Fern spotted a nice word that someone had for the game:

"Perhaps THE MOST robust character creation and combat systems that I've ever stumbled across resides in a custom built MUD called Legends of Karinth -- www.karinth.com. With everything from combat stances and styles to the ability to make your own spells, this game rules. It is an entirely skill based game. No classes. You can train in any skill you desire. You can establish organizations and trade routes. Check out the site for info. Of course, people used to playing games with graphics will probably not be convinced to try it. But I highly recommend it." http://www.rampantgames.com/blog/2006/08/innovation-in-rpgs.html

I have no idea who posted this, but it is definitely one of the things that keeps us going. Unsolicited reviews and word-of-mouth not only get the news out there and attract new players, but also help to keep us motivated with that little sense of pride. We're people too, you know. Just as complaining about things we do gets us down, these little proclaimations of enjoyment are like gems for our treasure chests of accomplishment. We like to see people happy and enjoying what we've made. So, to whoever you are - thank you, and have an armadillo day.

Friday, February 02, 2007

Truffles do have Tridges

They're expensive, hard to find, apparently delicious... and now they also boost your personal experience gains. No longer is the elusive experience boost solely a once-a-month occasion! Quite exciting, really.

As well, we have to give a big hand to Greyanhk, our newest member of the staff. And he's a builder, too! Hopefully this will help speed up the projects we have going on. High level areas especially are very much in the pipeline. Watch this space, and leave some comments!

Wednesday, January 31, 2007

Whyfor the Armadillo?

Valid question, and one that I've been asked quite a few times. So, here we go, with three hypotheses that have factored into the decision:

1. Popular opinion. Apparently people like it. In fact, people demanded more armadillo.

2. Nostalgia. There was a Disney cartoon entitled Pluto and the Armadillo which I saw when I was little and all. As I recall, it involved Pluto chasing a ball and mistaking it for a rolled up armadillo, which teased him by rolling around and generally being irritating. So, after chasing it into the bushes, he pounces on it (well, the ball actually, which he's found again) and tears it up, and you get the shock/horror that he thinks he's killed it. But in the end, the armadillo smuggles itself in Mickey's bag and everyone's friends.

3. It actually seems to make some logical sense. Well, I think it does, anyway. Armadillos are the sort of animal that seem kind of neat the first time, being all armoured and able to roll up and just generally interesting. But there are tons more popular animals out there: tigers, elephants, polar bears - you name it. Similarly, MUDs aren't mainstream anymore, these days. People are more likely to be found playing things like World of Warcraft, or shooters on their Xbox. It takes a special kind to appreciate the text-based environment, as well as the armadillo. As well, despite years now of not getting a whole lot of love from the gaming community, we still keep plugging along, and will keep doing so. Armadillos are a loyal breed.

So, now that I'm in this rather philosophical mood, my tune of the day is by The Fox in the Snow by Belle and Sebastian: thanks Dr. Mel for this one. Someday I promise I'll stop scrounging off you and get some new music of my own. It's a great one, though.

Tuesday, January 30, 2007

Blame Canada?

Seriously. It's ridiculously freezing out there today, and I don't seem to have any hot water. Cold showers tend not to get me started well.

Anyway, now that things have settled a little, how's about an inside peek at what's on my plate:
  • finding more builders to help us get things finished faster, or failing that;
  • getting more areas built with our current builders, or failing that;
  • changing the levels of our current areas to make it look like we have more areas.
Currently it looks like option 3 is the most probable, seeing as we have a whole bunch of areas clustered together at low levels, and very, very few at high levels. As we've now limited the max level to 1000 partly so that we can better cater to all of those levels, well: looks like we gotta cater to them, eh? Not many people enjoy spending 500+ levels in the Wilderness.

In addition, there's the whole can of worms relating to:
  • get off your backside and build some damn areas yourself!
Yeah, I know. I'm currently looking at a few different ideas to see what develops. As of right now, the plan is to re-work some of the older areas that need a re-work, and raise their level if the area would fit well with a higher level.

And talking about level, grats to our newest Admin, Aelius and all his new code. Unfortunately, this further highlights the need for #1 above. Aerosmith is telling me to take a Permanent Vacation but I just want some builders, and maybe some hot water too, if it isn't too much trouble?

Designing Woman

Yeah, that's me. Mostly what I do is think of stuff, and focus on keeping things moving toward the game in its final form. Most of what I do involves envisioning things and writing stuff down, and 94.7% of what I do is completely dependent on the skill and grace of our coders like Falknor and Aelius.

This week I'm focusing on getting the dragon lairs back into the game, with some major twists. Soon as we get a few stones out of our shoes, those will be available for the a-levels (achievement level titles), starting with black for Venturer.

In my spare time, I'm sketching out public ship routes. A public ship will either sail a circle route or a ferry route between two or three points on a predetermined schedule. Anyone can board one, though nobody can take control of one.

I'm also working to come up with a better way to shop. This is still in the dream stage, but is taking shape rapidly, so more details as it becomes more coherent.

I'm also evaluating object loading patterns so the mob-available and shop-available gear gets into balance (it isn't now).

Also working on website preliminaries for the new styles project (see Aelius' post). Also still rethinking the menu system on the website, since it seems to behave for some and not for others.

It's also getting to the time of brushing off the favor system and seeing if it is going to work or if it is going to take major redesign.

Ditto herbals system.

Hrm. Strange. Reading that, it doesn't seem like I'm all that busy.. wonder why I'm so tired at the end of the day! A well - my motto has always been the same: If you can't get your job done in 24 hours a day... work nights.

The Insider's View

Well, I guess I'll add my bit to the opening of this thing.

As the resident active coder at Karinth I might let out a tidbit every now and then about what's being done behind the scenes. For example (ooh, juicy stuff already!), Falknor and I are working on some new stuff related to combat styles (think: complete overhaul). Keep your eyes open.

You'll probably have to put up with some (semi-)personal stuff on here from me too, which people seem to like in an oddly cryptic sort of way. It'll be lots of hockey, beer, and maple syrup stuff I'm sure, mixed with crying about my thesis which magically isn't getting any longer as the deadline gets nearer. Funny how that works out, eh?

I can't speak for the others on this blog, but I know that I'll probably need a place to vent fairly regularly, so you'll have to put up with that. But for now, stay tuned, and don't forget to, well, forget about the real world and enjoy a little Karinthian goodness.

Roll the Bones

For a few minutes, there was some debate: Just what sorts of topics could we possibly address in a Karinthadillo-oriented blog (read: Staff of Karinth). Well, in a word, LOTS. I'm sure at least a few people wonder what we do up here all day, what we're working on, why we do the crazy things we do. Hopefully this accumulation of thoughts will help clear that up a bit.

At the very least, it may generate some new rumors to spread around the muddy ground.

Opening of the Cave

So, it seems as if I have finally succumbed to this whole blogging thing: so you'll have to excuse the first few tries. For those not accustomed to the lore of the Karinthadillo, this semi-mythical creature resides deep undersea in an air-pocket cave, eats the occasional annoyance and does very little else. Until now, that is.

Henceforth, the Karinthadillo will be broadcasting (or webcasting) his personal news, views, comment and analysis right here: on the goings on at Karinth, behind-the-scenes and most likely about other somewhat related topics as well.

So sit back, relax, and always, always, feed the armadillos. And vote.