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Staff Changes and Progress Update AKA PL is not dead!

 
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tordon
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PostPosted: Thu Jul 30, 2009 12:04 am    Post subject: Staff Changes and Progress Update AKA PL is not dead! Reply with quote

Well, while some of you may have noticed something different with the forums over the past few months, I'm here to officially let everyone know what's going on and hopefully answer peoples questions about the status of the MUD.

To begin with, basically there has been a whole turnover in staff. Back in the late winter/early spring, a couple of us noticed that the project was basically dead. The heads of the project had disappeared and the remaining staff members were all left not knowing what to do, or where the overall project was. So the remaining staff members decided to get together and revitalize the project. We reorganized the structure of command so that the project could still progress, even if situations that had plagues us in the past that stopped our momentum came up again. Now, we have a structure as follows:

  • Jack - PL Leader
  • Caity - Lead Forum Administrator
  • Nint - Lead Writer
  • Nic - Lead Coder
  • Kyle - Lead World Design
  • Me(Tordon) - Lead Builder

While there's no need to bore you with the technical details, suffice to say that we've structured it so that if someone has to leave for some time to deal with real life, then they can do so and the project won't suffer and die because of it.

Now, to the really important part. What have we been working on? Well, as mentioned before, the project was essentially dying earlier this year. With the major staff overhaul, right now we're still in the process of gathering all the information we need to keep on going forward. This includes things like forum passwords, old information about different areas of the MUD, and a slough of other random things. This alone has been a large job since so many of the old staff have basically disappeared. Also, we're trying to figure out different systems we need in order to implement all of the magic, especially transfiguration, so that the coders can work on creating a new engine for us to run on. This is another huge area we're going to be working, hopefully soon, on since we need to create our own engine to fit what we want and need to do. And of course, we're trying to keep activity here on the forums, helping keep the community we already have, and hopefully, adding to it!

Also, there has been one important change in the direction of PL. Originally, the goal was to release PL once all the areas were designed and finished. However, we realized that this goal had been one of the reasons PL never was finished, since it was so overwhelming. So instead of waiting for all the areas mentioned in the books, like the places the trio camped out in in DH or the little house on the rock from SS, we're going to focus our attention on Hogwarts, the Hogwarts grounds, and Diagon Alley, since these are the areas you all will be spending the most time, at least initially. However, the idea is that once the project is released to the public, we can continue to add different areas as time goes on, much like the Discworld MUD. So instead of being something that we finish once and for all, it'll be an ever evolving project!

So, here's a recap:

  • Major staff changes
  • Working on gathering all the old info we need
  • Working to design systems for spells/potions/building
  • Working on new engine design and creation
  • Keeping the forums active and interesting
  • Areas for initial release will be Hogwarts, the grounds and Diagon Alley


Now, what can you guys do to help the project? Well, right now, mostly we need your ideas with spells, potion ingredients, magical plants and fungi, magical creatures, etc! There is so much information that we need to gather for the MUD that it's almost overwhelming, but by submitting ideas in the Project you can help us out greatly!

If you have any questions, feel free to post them here or contact one of the staff members! Remember, Viva La PL!

~Tordon
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groundhog22
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PostPosted: Thu Jul 30, 2009 2:20 am    Post subject: Reply with quote

What are the requirements for being a coder?
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PostPosted: Thu Jul 30, 2009 4:22 am    Post subject: Reply with quote

at least some code experiance would be my guess, but im not for sure.
my question now
are you still taking apps for writers?
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PostPosted: Thu Jul 30, 2009 1:16 pm    Post subject: Reply with quote

Last I heard, they had writing services on hold. But then, I haven't seen anything from Nint in a while, so maybe not. You should probably pm Nint.
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PostPosted: Thu Jul 30, 2009 8:32 pm    Post subject: Reply with quote

For now my recommendation would be to help out by posting new magical plants and fungi or new spells. The more you input, the more the writing staff will notice you and the better chance you have of joining the staff. Smile
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PostPosted: Fri Jul 31, 2009 1:55 am    Post subject: Reply with quote

HPwriterKyle wrote:
For now my recommendation would be to help out by posting new magical plants and fungi or new spells. The more you input, the more the writing staff will notice you and the better chance you have of joining the staff. Smile



and I'm sure some advertisment from Mugglenet would help get some people involved.

Kyle, howd it go with your intern thing?
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PostPosted: Fri Jul 31, 2009 2:35 am    Post subject: Reply with quote

It's going great. I'm most likely going to be chosen as permanent staff.
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PostPosted: Fri Jul 31, 2009 3:11 am    Post subject: Reply with quote

HPwriterKyle wrote:
It's going great. I'm most likely going to be chosen as permanent staff.


Thats great!

Remember to put that link back up there like you said you would. :p
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PostPosted: Sat Aug 01, 2009 5:05 pm    Post subject: Reply with quote

So here are the requirements for becoming a coder:

You need to know C++ and be familiar with best practices. Also, a sample of code would be a good idea.

PS: these come from Nic, and not me, as I have no knowledge of coding whatsoever.
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PostPosted: Sat Aug 01, 2009 9:33 pm    Post subject: Reply with quote

i want to help but i dont know what i could do
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PostPosted: Sun Aug 02, 2009 6:26 pm    Post subject: Reply with quote

Again, if you go to the user submission posts, it's a good way to show what you can do. We do look at all of them, and more then a few are going to be added to the game already. That's the most direct way you can contribute when you're not already on staff.

If you want to get into design, hang around the advice column forum. I haven't seen many posts there lately, but some important game design aspects were discussed there.

If you want to be a coder, pm me! Please include your experience and a sample of your work. We're coding in C++, so you should have at least some knowledge of that. That's not to say, though, that you shouldn't apply if you don't know C++. Our spells, for example, are going to be written in another language (a script, so we don't need to recompile every time we add a new spell Smile). If you have coding knowledge in another language then c++, we could put you to work converting designed spells to functional code.
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PostPosted: Wed Aug 05, 2009 5:29 pm    Post subject: Reply with quote

This is cool to hear. Hoping to see more information on what you guys are up to.
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PostPosted: Wed Aug 05, 2009 9:39 pm    Post subject: Reply with quote

We'll definitely keep you guys updated on how things are going! Just be warned that right now we're in the decision making stage, so we may not have a lot of exciting updates for you. More likely, they'll be along the lines of, "Figured out how to implement certain spells, finalized decision on the potion system" or things like that. Or it'll be code based, when they start working on actually creating the engine we need. So be warned they might not always seem like big things, but remember they are the building blocks for the rest of our progress.
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PostPosted: Thu Aug 06, 2009 2:16 am    Post subject: Reply with quote

Aaaargh, can't apply yet then. I know C and Basic, but not C++. I'll have to wait until I take the C++ course then.
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Nic
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PostPosted: Thu Aug 06, 2009 2:27 am    Post subject: Reply with quote

Again, groundhog, don't let the c++ requirement discourage you. If you apply with another language, we might be able to find a way you can help. As mentioned in the above post, we're looking at implementing the spells in a scripting language. I'm currently looking over LUA as a candidate, but that's not finalized yet. Looking at the syntax, you shouldn't find it too different from basic.
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PostPosted: Sun Aug 09, 2009 4:28 am    Post subject: Reply with quote

Well, it's been a good while since I poked my nose in, but...

For what it's worth, I think you guys would be better off customizing an existing MUD engine. This would give you a much greater chance of success because:

a) The bones/guts of the game would already be constructed.
b) It would allow you to concentrate on HP-ifying it (the fun bit)
c) Visible/tangible progress would be much faster which in turn would increase staff morale and help with turnover.
d) You get to release your game *much* quicker.

I believe I may have mentioned this before Smile
Just my 2 pence.
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PostPosted: Sun Aug 09, 2009 4:57 pm    Post subject: Reply with quote

We do have the bones/guts of the game finished. The problem we've run into in the part customizing an existing engine is that it doesn't really support what we want to do. For instance, we're looking at room descriptions that are generated based on the items in it, so that if you remove/modify/destroy items in the room, the description changes to reflect it. That also means that there are no "dead" items. If you can see it, you can move it, pick it up, cast spells on it and return it. This provides a flexible, natural way to cast transfiguration and conjuration class spells.

So yes, we've looked at modifying existing mud engines (see the mini mud for a sample), but the code changes needed would be so vast that it makes more sense just to start from scratch. In particular, we've swapped out storing data in text files in favor of an sql light database, which should result in better performance.

Thanks for the suggestion though Smile.
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PostPosted: Mon Aug 24, 2009 6:08 pm    Post subject: Reply with quote

Update, update, update!!?
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PostPosted: Mon Aug 24, 2009 6:26 pm    Post subject: Reply with quote

Well, we've been going over the different types of classes that will be available at Hogwarts, and how we can make some of the subjects actually applicable. Especially with Divination, Arithmancy and Ancient Runes. We're still working out the building system specifics for the coders to work on too.

The progress has been a little slower lately, however, since a lot of the staff are busy with the new school year. I personally have been super busy the last 2 weeks helping with my college's orientation, so I haven't had much time to work on things right now. Many of the other staff members in similar situations. But once school starts to get in full swing, I'll be available more and I think other staff members will be too.
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PostPosted: Mon Aug 24, 2009 7:56 pm    Post subject: Reply with quote

My recent task has been working out how to get the building system up and running. I think having a working copy of our current ideas will help us decide what needs to be fixed/improved. I'll post a "screen shot" when I have something to show Smile.
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PostPosted: Mon Sep 28, 2009 10:39 pm    Post subject: Reply with quote

Minor Update: Everything is still moving along right now, and still not dead Wink
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PostPosted: Mon Oct 19, 2009 3:26 pm    Post subject: Reply with quote

Good to hear.
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PostPosted: Mon Oct 19, 2009 3:28 pm    Post subject: Reply with quote

Nic: If you ever decide to start working in Java, please let me know.
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PostPosted: Fri Oct 23, 2009 6:34 pm    Post subject: Reply with quote

i'm pleased to hear PL is not dead! good job, guys, keeping it going. can't wait to see the final result.
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PostPosted: Mon Nov 09, 2009 8:52 pm    Post subject: Reply with quote

I believe it's time for another update!

How is it going? Any progress?
I'm really looking forward to the MUD, and I'd like to thank you all for the work so far, and for future work!

Thanks

Jyenar
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