Server redesign goals
Put down your goals here, till let's say the 15th of december :)
Player-wise
fun game!
coherent and content-rich world
no senseless hacking
enough sugar around quests to they are more than 'kill this guy' or 'bring me X of this thing'
many more things to do than 'hack the next dungeon'
cooperative and competitive aspects, depending on the mood of the players
maybe don't have the player as 'hero' but 'regular citizen'
stable
protocol compatible with clients
multilanguage
visually appealing “enough”
very easy to get started with
in-game map building (much more integrated than current map building system)
enable players to have a real influence on the world
revamp player creation mechanism
have an account linked to various characters?
-
Content-wise
compatible with Crossfire's current content (maps, archetypes, …), though some breakage is allowed if needed
dynamic archetype recollection - no need to restart the server
-
Better (any) sound improvement - environmental, spell effects, damage, etc
easy to extend (plugins, scripts), keeping compatibility with current CF's system
soft-coded rules - put the most things in configuration or easy to isolate/swap modules
add file in map distribution which says what minimal version of archetype is, and special archetype with $id$ string so server will know if requirements are met
Technical-wise
crossplatform
unit tests
avoid lock ups (massive spells and such)
Keep multithreading programming mind (does not mean it should be multithreaded, but design it so that could be done later)
documentation (design stuff, things like 'how is a class prevented to use weapons: through the use of a force' etc.)
modular code, to easily expand/change stuff
build system that doesn't require a lot of manual tweaking
Design
This will be written after the 15th of december, when we'll have goals decided :)