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/vms/ - 8chan Maplestory Dev Blog

Official blog of the /v/MS Private Server Dev Team

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File: 1444108826216.png (258.06 KB, 700x700, 1:1, 1422344218803.png)

 No.105

Thanks for killing our group Red.

 No.106

>>105

We couldn't fuel ourselves on nostalgia alone. We tried to make /vms/ about a year ago because people were losing interest in the other private servers, but that was all for naught since I lacked the proper skills to properly develop the game as the project leader. The people who I had helping out weren't motivated enough to make the server a significant goal and that's also partially on me, since I feel like I was leaving too much work for them to do in hindsight. It is what it is, but given the relatively shallow nature of Maplestory, I feel the group was only going to go so far anyway.

I still have the documents from what we did do, should someone want to carry the torch on all this time later, and if they want to have the board domain I am happy to relinquish it as well. That's the one thing I did right was that I documented extensively, though a lot are merely ideas.


 No.107

>>106

I will divulge further on why /vms/ stopped. The initial guy who did a lot of work simply stopped showing up online in the "brb" to "last online 9001 days ago" fashion that many people have spoken of, and he took his work with him. This made it very difficult for me to give the other coders direction since he was the only one who seemed to really know what was going on right off the bat. Nylarathotep was the one who really pushed the project along for the short time he was contributing.

As far as the group goes, I passed on admin powers to some of the members who had been extremely active through all phases of the group's active life and then left, since I had no reason, motivation, or intent to continue as the group's leader. Once I saw someone else post a Maple Royals thread I figured that I would go ahead and pass the torch off so I wouldn't hold the group back. Obviously the ball didn't get rolling again, so here we are.


 No.108

>>107

And further confirmation that it is in fact, me.

Devs Discussion Document

https://docs.google.com/document/d/1LGLEDaF9khQTdcYu5AZ1l62_OIQVSjlGgq777QkYBIQ/edit?usp=sharing

You'll have to request access to view these, once you see the document you'll understand why. I'm almost completely sure to approve folks who do ask to see this file.

To-do document

This is less lengthy, and a bit more organized. Some info may be redundant, but it's got some of it's own stuff.

https://docs.google.com/document/d/1nDDyYS37rQNP2F-cv2eUy7O-QWn34XVfOV23cjC-F9M/edit?usp=sharing

Anyone can view this.

Theoretically somebody could copy this and it wouldn't be any skin off of my nose, but I would appreciate it if you contact me and let me know that you're bringing the project back in that event.

At the end of the day I don't think I was cut out to lead a coding project when I myself have so little experience coding. Go figure.


 No.109

>>108

I suppose the single most frustrating thing from the project is how close we were to getting a working proof of concept. On Drybones' private server we had a working registration system on a registered domain, pressctrl.tk, though the registration was the last thing that was ever done in the project. We had significant issues putting the server back online once I took it offline because the conventional method that all guides showed was incompatible with our system that Nylarathotep (aka S'Crow Funk) had originally set up. This is where his prolonged absence ultimately set us back to square one, since troubleshooting was nigh impossible due to our collective lack of skill, and our lack of interest in starting from scratch again. I'd chalk it up to a loss of motivation.

In hindsight I was close to reinvigorating the project by opening it up to the rest of our group and taking it into "Early Access". Say what you will about that poorly stigmatized method by which devs release their games; at the time openining up testing might have garnered enough attention and / or interest from somebody with the proper skills to help us where we were stuck. That's speculation, so we will never know for sure. That said, the way I see it, not opening up the servers to everyone early on was our biggest mistake.


 No.110

kind of bummed that it didn't pan out. the feeling is softened by the fact ms gets very old very fast.




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