Just updating you folks on the progress of what I’m working on. But first, a look inside NAs developement process itself.
(1) Whenever I add a new system, be it multiple characters, item sets, or whatever, I first start with how I’m going to work this into the game. I’m a terrible pre-developer, I don’t write shit down, make diagrams or structure anything for this process. I just think it out.
(2.1) Next I set the shit up in the database. That probably doesn’t mean jack to you guys who haven’t worked with a database before (we use MySQL) but it’s a very important step. The database is, of course, where every bit of dynamic information (items, characters, users, et cetera) is stored, so the organization of the database is crucial. It’s also important to know how info is stored, as different types of data (e.g. items) must be stored in a very different manner than other types (e.g. character inventories).
(2.2) A second half of this step is retrieving the data, interpretting it, and using it. Again, another crucial - what use is 45 or so variables in the inventory database if you don’t know how they work?
(3) After this step, I usually code new pages into the ACP (Admin Control Panel) to edit or add parts of the system, like item, user, or character editors. (Yes, the ACP is very sexy, it’s got tons of cool little features, and even uses the old NA color scheme!) This step is also, believe it or not, pretty important to the actually developement process. It’s the very first step involving actual code for the new system, and it’s the 2nd step of final organization of the system and its data (databasing was the first). The process varies from being fun (I get to be the first to add/edit brand new systems and watch them come to life) to being tedious (when the damn system just doesn’t want to update correctly, or figuring out how to display certain stuff).
(5) The next step is pretty much the last step, woo! It’s also the biggest, longest, and most tedious, but rewards the better than all of the previous steps combined. It is, of course, the actual coding of the system. This process is usually broken up further into two steps - client-side and server-side coding.
(5.1) Client-side coding is the coding I do that allows players to actually see what’s going on (a client = a web browser like Internet Explorer or Firefox, hence client-side). It’s usually a bitch to do, as HTML is not really a pretty language, it has no error reporting, and I have to either work around the old NA HTML or re-code it completely (I’ve gone with re-coding it completely everytime. There’s very little of the original NA’s code left, lulz @ Saki). This step is difficult to describe, as it is different depending on the system (new item system had little client-side coding, where as multiple characters had titloads of client-side coding).
(5.2) Server-side coding is self explanatory - it’s the code that you guys don’t really see much of. It’s the way we calculate how my stamina you’ll use or how much damage you do, it’s formatting the character/user sheet correctly, et cetera. It’s usually tedious work until the coding results in the new system functioning properly, then it’s hella nasty cool or something.
(6) Then, less interestingly, there’s testing the full system (I test during and after every step a lot), updating the official NA server with the new system, letting you guys test it, and all that fun stuff. Woo testing?
That’s about it. The point of all that is to tell you guys I am about to enter Step 5 with the new, unannounced system.
Do not get your hopes too high, I will not be releasing the full system to you guys when it’s done. There’s much more work to do on NA before releasing any new system. All of my current and previous work since Beta-A started will be released for Beta-B, which will be a quick round of testing followed by OFFICIALLY OPENNING NEU AGE TO THE PUBLIC - ERA 1! So stay with me kids, I will not disappoint =]