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Mimesis Online Developer Diary, part
10
Mimesis
Online from Polish Developer Tannhauser Gate, is a role-playing
game which transports you to a world where the borders between
reality and illusion do not exist. An unimaginable catastrophe
on a cosmic scale transformed this world, playing havoc with
the natural order of things, twisting everything, even time
itself, wiping out civilisation as we know it. For the Universe
itself, everything changed and nothing changed - a new order
was established, one where entropy rules, without intelligent
beings working to hold it back. The beings who survived the
catastrophe have tried to rebuild their world, each in their
own way. They once again want to enforce on the natural chaos
their order, their ways - authority, money, prejudice, cruelty
and conviction of their own superiority. Once again, they
are showing the unlimited ability of intelligent races to
adapt and survive. The forgotten civilisation is waking up
and slowly but surely emerging as the "new" civilisation
- and how similar it is to the old one.
On a regular basis we will feature a
developer's diary made by the Mimesis
Online development team. In this diary Derek Handley talks
about hunting bugs.
Part 10. "Bug Hunt"
Today's Developer's Diary was going to be titled "Fix
your shirt, your influences are showing...", but i decided
to shuffle the order a little, particularly as I didn't write
anything last week - there should have been an entry last
Monday, according to the schedule - and I thought I'd write
something about the work as it's progressing, rather than
talking about influences on our work.
Hunting Bugs
Bug hunts, otherwise known as Beta Tests, are a slow and demanding
process, but so necessary. The things you pick up during them
- bugs and other errors - range from things you should have
noticed to things that you'd never have found on your own.
Our Beta Tests are cracking along, and we've released a whole
slew of updates and patches, and watched with the testers
as things in the game have been polished and debugged. We're
almost ready to go with the next stage of the tests. Touch
wood! Always do that if you say anything positive about computers
- they'll throw you a curve ball every time.
The Viper
I found two big bloopers that were entirely my fault, things
I'll have to change. One of those is the movement of a species
called a Viper - there are four sub-species in the game - the
Lava Viper is the commonest, the Hill and Cave Vipers are the
rarest. It's a being that was assumed to be a monster by the
first humans who saw it, their primal fear of snake-like creatures
coming through. It has turned out to be more primate-like in
its behaviour - curious and clannish, the Vipers stay away from
settlements, but seem to be trying to learn from the bipeds
they share the world with.
But I digress. The Viper has two powerful forearms and a
long muscular tail, and I had originally envisonged the species
as having been amphibious before the Day of Rage - once more
at home in the water, now adapted to life in a variety of
environments, even in the desert. This rapid adaptation is
thanks to the phase gene. When it came to the beast's movements,
we (Artur, Tomek and myself) had this concept of it reaching
forward with those powerful arms, digging in, and dragging
itself forward. Y'know, even as I write that now, I realize
that it even sounds ridiculous. But I only realized the impracticality
of the movement when I saw it in the terrain. I don't know
why I didn't see that before. So that's one change that I
want to implement - not a bug, in the computerific sense of
the word, but something that the Beta Tests showed us that
we need to change.
Let's Race
The second thing, again coming from my department, is my use
of the word races. I could blame TSR...but no, that would
be unfair. I referred to the Hirudon, the Skirros, the Humans,
the Riven, et al. as races. They're species. Slaps forehead.
Another thing to change. Races are all part of the same species
Derek. They can interbreed. They look vaguely alike. Write
that out 100 times. Bad Biologist.
Oh, and if you ever discover that you've written the wrong
word several times in a long document, and you want to quickly
change it to the right word, be careful if you do it with
the 'Find' and 'Change' functions under 'Edit'. I thought
I'd quickly do so by hitting 'Change All'. And ended up with:
'The inhabitants of Gotrath would find themselves in a desperate
species against time to evacuate the city.'
Think about it.
The other bugs that the team has been working out of the
game are things like texture problems, the length of messages
from the computer to the player (some were getting cut off),
stuff like that. There were a few changes to the interface
that testers will probably have noticed - repositioning things,
adding prompts. And above all, the programmers have focused
on reducing the size of the data packages being transferred,
to speed the overall gameplay. There's still work to do, but
as I say, we're moving along at a satisfactory pace.
If you've never worked on something like this, you might find
it strange that we wouldn't have noticed these things earlier.
The truth of the matter is that you really don't. Until you
actually see something in someone else's metaphorical hands,
you don't realize certain things - you begin to see it through
their eyes, begin to notice things. Also, the fact that the
game is running 24-7 means that things that only show up when
X, Y and Z are all in place. Actually, before we started the
tests, we were more inclined to notice things that we'd like
to change the colour of, rewrite, redecorate...
Okay. The picture I've included is Tomek Gardiasz's concept
art for the Viper. And I'm out of time for this week. But
I'll be back double-quick - see you next Monday, instead of
in a fortnight.
Take care!
Derek Handley.
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