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Plan for David Dougher
Plan for David Dougher
| Name: | David Dougher | |
|---|---|---|
| Date Posted: | Jan 24, 2003 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for David Dougher |
Blog post
A brand new direction...
It seems like I haven't filled one of these out in years. Actually, that's probably not very far off.
Since the last time I did make a plan entry here, my company, Pariah Games entered into an agreement with HonourBound Ltd. in England to provide programming for their massive multiplayer game Adellion. The game will use the torque engine as its underlying framework and that fact alone has saved me countless hours of programming and testing time.
I have gone into that wonderful place of being a full time game developer. I eat, sleep, breath, and dream this game.
Needless to say, while I am thrilled to be working on a major program, my own projects have taken a back seat to the requirments of the new job. However, in many ways the work dovetails so closely that much of what I am doing will translate into my own (now future) projects seamlessly.
Part of that can be seen in the fact that the initial builds for Adellion consisted mainly of backing up to an earlier project version of mine and then branching it off adding code and scripts that fit the requirements of Adellion. Much of this code came straight from the Forums and Adellion will probably have the longest list of grateful acknowledgements of any MMORPG out there.
Of course there are all the usual issues of terrain, multiple servers, and rpg elements to be handled, but Adellion is such a unique concept in its focus on a non-magical medieval world and all that entails that I am continually amazed at the subtle ramifications that it has on gameplay.
It promises to be a true role-player's paradise with no teleports, no long distance messaging, no "super" characters, political intrigue and trade based cultures that must interact to survive.
This Saturday (1/25) I will participate in the next House of Commons being hosted by the Stratics network. (I'll be the guy sitting in the back trying to be very, very quiet - and probably not succeeding). It should prove to be a very interesting chat and I look forward to it.
For those who have an interest, Adellion will probably soon be looking for additional modelers, texture artists and maybe a programmer or two. If you are interested drop a note to Paul Hutson who is also on the forums here as well as being on the Adellion Stratics forums. Or go to the Adellion website and check it out. www.adellion.com
One commitment I have made is to put these up on a more frequent basis so people can follow the progress of the game. It promises to be a truly interesting and unique adventure.
Since the last time I did make a plan entry here, my company, Pariah Games entered into an agreement with HonourBound Ltd. in England to provide programming for their massive multiplayer game Adellion. The game will use the torque engine as its underlying framework and that fact alone has saved me countless hours of programming and testing time.
I have gone into that wonderful place of being a full time game developer. I eat, sleep, breath, and dream this game.
Needless to say, while I am thrilled to be working on a major program, my own projects have taken a back seat to the requirments of the new job. However, in many ways the work dovetails so closely that much of what I am doing will translate into my own (now future) projects seamlessly.
Part of that can be seen in the fact that the initial builds for Adellion consisted mainly of backing up to an earlier project version of mine and then branching it off adding code and scripts that fit the requirements of Adellion. Much of this code came straight from the Forums and Adellion will probably have the longest list of grateful acknowledgements of any MMORPG out there.
Of course there are all the usual issues of terrain, multiple servers, and rpg elements to be handled, but Adellion is such a unique concept in its focus on a non-magical medieval world and all that entails that I am continually amazed at the subtle ramifications that it has on gameplay.
It promises to be a true role-player's paradise with no teleports, no long distance messaging, no "super" characters, political intrigue and trade based cultures that must interact to survive.
This Saturday (1/25) I will participate in the next House of Commons being hosted by the Stratics network. (I'll be the guy sitting in the back trying to be very, very quiet - and probably not succeeding). It should prove to be a very interesting chat and I look forward to it.
For those who have an interest, Adellion will probably soon be looking for additional modelers, texture artists and maybe a programmer or two. If you are interested drop a note to Paul Hutson who is also on the forums here as well as being on the Adellion Stratics forums. Or go to the Adellion website and check it out. www.adellion.com
One commitment I have made is to put these up on a more frequent basis so people can follow the progress of the game. It promises to be a truly interesting and unique adventure.
Recent Blog Posts
| List: | 03/30/06 - Resurrecting an old idea 01/01/05 - Plan for David Dougher 09/16/04 - Plan for David Dougher 01/24/03 - Plan for David Dougher 11/06/01 - Plan for David Dougher 10/14/01 - Plan for David Dougher |
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Submit your own resources!| Stephan.B (Jan 24, 2003 at 22:57 GMT) |
Edited on Jan 26, 2003 03:05 GMT
| David Dougher (Jan 25, 2003 at 03:28 GMT) |
| Tim Gift (Jan 25, 2003 at 05:24 GMT) |
| Prairie Games (Jan 25, 2003 at 05:58 GMT) |
-J
| Eric Forhan (Jan 25, 2003 at 17:08 GMT) |
-Eric Forhan, MRT
| David Dougher (Jan 26, 2003 at 12:00 GMT) |
Much of the success of the game has consisted of my taking the Code Snippets and Resouces found in the Garage Games Forums and spending a few hours each day fitting them into the Adellion Engine. There is much in the game that is not visible yet because we haven't reached that point.
@Tim - The server side of Adellion is going to be a challenge, no doubt. I made the server-side multithreaded to efficiently support multiple processors (and roll in python support-thank you Joshua Ritter- for the mySQL databases)and I am currently separating all the things that are unrelated to direct gameplay - chat, character creation, inventory and the like, from the regular torque gameserver and moving it to other threads/machine(s). With all of those functions and their associated processor cycles removed I plan on a series of tests to see just how many people torque can take. Of course, bot AI will also be a factor so I'm watching your new bot code with interest.
At the bottom line the answer will boil down to testing. I have high hopes for a good final number but, at this point I cannot say exactly what that number will be. Which also sort of answers your other question as well. With so many factors up in the air an estimated release date floats far, far out of reach. The old saying "When it's ready" is has outlived its usefulness, but in this case it is the truth. I seriously don't expect to have that date for a while.
Edited on Jan 26, 2003 12:03 GMT
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