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Programming for the future

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Ukase
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Programming for the future

I'm fairly certain you good people are already doing this - but on the off chance someone isn't - maybe check and make sure the code is documented well so the next guy can take it where the previous one left off.

Corlagon
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And keep things expandable.

And keep things expandable. Cryptic/Paragon failed to do so with Enhancement slots, and found themselves unable to give us more when they eventually wanted to. We should learn from their mistakes.

Izzy
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Also,

Also,

Its a great idea to think about using many more Procedural approaches.

3D Environments:
[url]http://www.youtube.com/watch?v=PDrALvAqsaI[/url]

3D Textures:
[url=http://www.youtube.com/watch?v=DyvbF9a_2KE#t=94]Substance Designer use video[/url]
It Reduces the file size of textures from GB's to MB's.
Less bandwith/resources for downloading to thousands of players.

or

Genetica:
[url]http://www.youtube.com/watch?v=3J3DMINbFhY[/url]
[url]http://www.spiralgraphics.biz/gallery.htm[/url]
[url=http://blog.spiralgraphics.biz/2010/07/create-custom-brick-and-tile-patterns.html]tutorial showing how to make Custom Shapes for tiled bricks[/url]

Audio:
[url]http://www.bfxr.net[/url]

Comicsluvr
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I'm pretty sure the Devs are

I'm pretty sure the Devs are looking at a lot of stuff that CoH WANTED to do but couldn't because of their coding. They seem pretty adamant about learning from past mistakes so I'm certain they'll build TPP as expandable as possible.

I remember when Star Wars was cool...a long, long time ago...

Izzy
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This video goes into more in

[url=http://www.youtube.com/watch?v=kZS6DDb7OGA]This video[/url] goes into more in depth features of Substance (Procedural Materials) Designer. Should be available for Unreal Engine/Editor

DeathSheepFromHell
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Our three main weapons are

Our three main weapons are design elegance, decoupling, and a fanatical devotion to the Po... er, extensibility!

More seriously: both the CoX engine and the FightClub engine are (or were, in the case of CoX) built using principles that prioritized working *today* (and out to market) over mitigation of long-term costs incurred by expansion. This isn't actually particularly surprising (or especially irrational, even) if one considers that the average MMO lifespan of profitability is only a few years, and the up-front investment of building an engine is exceptionally high. Basically, taking on technical debt (a long-term cost) for immediate profit is exactly the model one would *expect* to see most MMOs use for development, given the life-cycle.

In counterpoint, multiple developers have concrete real-world experience (and, in fact, *success*) at building systems that prioritize maintainability, expandability, ease of troubleshooting, and general "bulletproofing" -- and, much more critically, those things are considered fundamental requirements of a successful project, and not just by the technical folks.

[hr]
[color=#ff0000]Developer Emeritus[/color]
and multipurpose sheep

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

Izzy
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Sweet. :)

Sweet. :)
Once the dust has settled, I might want to volunteer if you have the need for extra hands. I'm a web developer by trade, but I'm very adaptable. Just point me in the direction of the black whole clog, and i'll plundge. Oh wait, that doesnt sound good! ;)

JayBezz
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I'm just going to piggy-back

I'm just going to piggy-back my thanks for the attention to detail when it comes to documentation. There are many people working on the game from around the world. That is amazing. This being the first time a volunteer effort has been established in such a way makes me want to give my small experiences in virtual telecommuting. Keep each line of code documented and authors required authorization.

I'm so happy to hear you have planned for the game's future, does this mean IF you sell the code I hope you also sell the documentation and instruction so the things you create don't become the Frankenstein that is Cryptic's code.

Crowd Control Enthusiast