Once more came the time for an Imp to be dispatched bearing a scroll
full of questions for the most important god in Medievia. Scurrying back
with haste it brought these replies...
How come you don't do any public appearances? I'm curious to see your
description and chat with you.
Tellahane
The reason is the obvious, no time. I manage so many things here that
there is just not enough time to chat or get to know players. I am also
the Co-Founder/Senior VP if iDayo.com which takes up a lots of time. I
recently took a 1/2 paycut at iDayo so I can focus more on Medievia and
only work every other week at iDayo. This was a big risk on my part
because Medievia's revenue cannot support my missed salary. What I do for
this game!
In the past things like bloodlines come in that require you to have a
hero, so you can participate. Are there any plans in the future that
will be hero only or something similar?
Morac
YES! There will be many very interesting AutoQuest's for Heroes coming
very soon. Also the upcoming MobFaction module will truly see what
heroes are made of. Expect many new improvements as all coders, including
myself, are all hard at work.
Will there be any new spells for cleric/mage?
Arterius
Not that I know of. Everyone always wants new spells and skills. It is
very hard to come up with a new spell or skill idea that is GOOD for
the game and its balance and playability when you consider that the game
has been here for over ten years. That's ten years of spell and skill
ideas. We choose to focus on many other very cool things for the near
future.
Where do you come up with inspiration for your ideas? I know some have
come from other gods, but what other sources do you get your ideas
from? Do they just pop in your head at random, or do you find an idea
you like from other games? Also, have there been ideas that you came up
with, then realized they were really bad and scrapped?
Halegor
Most smaller ideas and changes come from players and gods. Believe it
or not almost all of the big changes come from me. Where does the
inspiration come from? Good question. It's a curse I think. I have been
developing the concepts for Medievia for ten years and sometimes I truly do
wish I could shut my brain OFF for a while. I have so many plans and
ideas that I do not have time do code that I get stressed out. As good as
Medievia is, internally I feel like a failure. We can do SO MUCH MORE!
I am pushing hard now to get Medievia revenue up so I can work on
Medievia full time instead of it being just a hobby. Once that happens this
game will RULE! Right now I am coding the biggest undertaking of my
life, MobFactions. If you want cool inspired ideas, just WAIT for some of
these MF's to come to a clantown near you.
I think that a few of us players would love a detailed idea of the tech
behind the game. What language is it written in, what servers, stats on
everything. Info about the code, etc. It is a question that I know has
popped into my mind once in awhile.
Kormoc
Hrrrrm. I am not one to give away too many trade secrets but let me see
what I can come up with:
Medievia is coded in the language of C++. Thanks to Masou, most of our
older code has been converted to C++. We actually have no more
structures! All of the code is OOP coded now with classes. GO MASOU GO!
We run on a KickAss XEON server at the moment. I am about to order a
new 1.5GHZ 1Gig Ram 400MHZ system board server with some sweet 10,000RPM
raid drives. This new server will cost about $8,500. I cannot wait to
get it so we can run Medievia using Insure++ which is a realtime bug
finder that cost us about $7,000. We also have a WWW server, a SQL server,
and a few development machines.
We process on average 745 commands per second which is a mind numbing
thing if you ask me. It is very hard to code new stuff and know that the
same thread of execution must also deal with 745 commands a second, all
network traffic, and make all mobs do stuff. It is not easy. My new
MobFaction code is terribly difficult and complex because I am building
it so these critters are smarter than the mobs you will find in games
like RedAlert and Kingdoms. Coding a RTS in a game that needs to also
deal with 745 commands per second makes me one BRAVE PROGRAMMER.
We currently use a typical SMDS T1 internet connection.
Medievia server runs on RedHat Linux. We also use Windows NT, Windows
2000, Microsoft SQL Server, O'Reilly Website, CheckPoint Firewall (and
some other firewall software that will remain unnamed for security
purposes).
The programming for the game is at 264,888 lines of code in 165 C files
and 80 header files. The executable is 8.3 megs of logic. The data for
the world and whatnot is, well, its H U G E! When Medievia runs right
now it takes up about 260 megs of memory.
As always, Vryce is quite willing to answer any more of your questions
about Medievia and its future. To save him time (and thus allow more
time for programming new challenges) please email your queries to
Excrucior (excrucior@medievia.com) so they can all be dealt with at once
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