Project expectations and pseudo deadlines.
This was originally going to be a reply to a post from a user, but I decided it was too long and should be its own post.
I agree a good job isn’t do. We have fallen well behind our internal schedules. We made it a point to never give false expectations. However, there was an insinuated time frame that we are well beyond. While that does suck, the size and scope of the work we took on, really pushed our time frame. We decided early on we would rather it take longer up front and have less issue and not get burn out once we go live. We should not have “teased” about the project until we had a lot more done. But, much like you guys enjoy hearing about what we have in store…hearing you guys have interest help keep us motivated and engaged. So it was as much a teasing tool as a motivation tool. I still feel good about the progress we have made. Life, just gets busy sometimes. Imagine if we would have gone into beta or even early launch and Harvey hit so I was out and down. Etc etc….our goal is to have a borderline autonomous server. To get what we wanted, we had to have great tools for admin purposes and lots of automation setup on the front end. SO much of that work has been done. But most, if not all, of that is something you guys will never really see outside of blog posts. So the 2 years feels like an unbelievable stretch, but it honestly isn’t horrible for what we have accomplished. Myth and I have been discussing an alpha date and what I think is a reasonable goal. At this point, us going into alpha is being completely held up by me. The skill overhaul is a huge bit of code to redo. I am completely reworking how skills work. Both player and monster, proc weapons, world effects, etc. The code for spells and skills is sooooooo massive and branch after branch of “if elseif else then”. The changes I am making will implement a completely database driven system. Allowing for rapid deployment of skill tweaks and balancing. Previously, balancing a skill like Counter Barrier took code changes and lots of restarts and compiles. The new skill code will allow for tweaks to the database and reloads of the skills without even needing a reboot. We can run alpha and make changes on the fly and see their output in real time. While some will see how valuable this is, not everyone can appreciate the time and effort this takes…and that is ok. Its a video game. It isn’t that serious. But we have stated from the get-go, our goal was to be as transparent as possible. I am doing my very best to continue that trend. I hope to have some news for you guys soon, until then I look forward to reading your comments!