In this article, we’re going to touch on a bit of the technology that is at the foundation of the entire Lunaris ecosystem. In order to do so we’ll need to use a bit of technical language, but we’re going to try and break it down with a few visuals to help paint a clearer picture of what we’re up to. We hope that you’ll be excited by the work we’re doing behind the scenes to make the game fast, easy to access, and secure for everyone.
Coming from our last content update, a lot of the community still had questions about our plans for the future and what we’re working on right now. Many players are still not fully aware of what we meant by saying we were working on infrastructure. The main question at hand is “How do we understand this thoroughly? And what all is involved?”. [Let's look at a comparison analogy to segway us into what is involved into making these “ Infrastructure” changes.] To help explain where we're at right now and where we're headed, let's take a brief look at the history of the personal computer, and how the greater vision of Lunaris will come to be.
The Old and the New
The first variations of the standard desktop computer were all built and manufactured as one physical system. The mouse, keyboard and monitor alike were all attached to the core computer. This left very little room for innovation when it came to the system as a whole. Any external changes to the computer were near impossible. As you might imagine, this is a pretty big flaw. If a company wanted to improve on their keyboard, they’d have to go back to the drawing board and redesign a completely new system.
In order to get around this issue, companies like IBM and Apple began breaking down the older design into its base components; breaking away the core computer from its counterparts. This modular approach, more than anything else, gave companies the freedom to make changes or add features to these individual components, without having to worry about the specific nuances of neighboring components. With this flexibility, the rate of innovation exponentially increased, giving way to the modern computers of today.
As you may know, most RSPS servers are built off the back of very crude and out-of-date code, almost like the first computer we talked about - rigid and unforgiving. In the past, when we’ve wanted to make sweeping changes to game content, in-game user interfaces, or even simple bug fixes, we’ve had to jump through several hoops to get things right.
Brandon and the rest of the development team identified these problems all the way back in Lunaris 1.0. After the shutdown of Lunaris 1.0 we spent a lot of time to build and put together the foundation within the core system to allow for a modular game. The main objective now is to convert all of our code, using that modular system, so they can be “ plugged-in “ to the core. Just like the mouse and keyboard plug-in to the “core” computer. In essence, the old content code now needs to use the new system we have built. Now, let's talk about the benefits it will hold and the process we are taking to make this happen.
Plug(in) And Play
Imagine content such as Chambers of Xeric and Slayer being the mouse and keyboard we previously discussed above with the olden day computer. Right now, this content is hard-wired right into our modem, A.K.A the “core”. Why is this bad? This means that in order for a developer to build content for the game, they need access to our entire “core” in order to run the game to simulate and test their code. In essence, this means handing a developer the entire game in order to make simple updates such as bug fixes or a mini-game update. Currently we have to pick developers very cautiously because our game is at risk each time we hand it out.
This new system will remove the “core” from the individual pieces of content the game offers, much like the mouse and keyboard becoming modular with the modem of the modern day computer. We will be able to hire developers to make updates without handing them the entire game. The developer will simply make an update “plug-in”, and we will be able to review the project and then insert it into our game. This will minimize our risk, and allow us to provide a huge quality of life improvement for our developers, giving them the ability to create and test their code securely and efficiently.
In order to make this happen, all of the code will need to be reviewed and converted to the plugin system. Some things will be fast and take little effort to convert, while other things such as the combat triangle will take time and precision. We have to make sure that we cross our t’s and dot our i’s so that we ensure a smooth transition. We are estimating that with full focus we can get this task done in a timely manner, roughly a month. Thus allowing us to hire as many developers as we want without trusting them with our entire game.
This is a system that will open doors for us that were never there before. Freeing us from the constraints of most Servers , allowing us to grow our game exponentially while protecting our community and the integrity of the game to the fullest extent. We hope this helps shed some light on the importance of this. Now that we have that out of the way, let's get into some art. Wait a Minute
I know that some of you are probably thinking "Wait a darn minute, Brandon told us he was doing this months ago." and you would be right. Myself (Brandon) and another developer made the plugin system before Lunaris even relaunched and most of the new content has been programmed using it.
The problem is when the plugin system was made it was determined that it would take too much time to convert all of the existing older code to the plugin system and we did not want to push the release out even further because we knew that everyone was very eager to play.
That being said, when a developer makes any content using the plugin system they need the core to test the code and with most of the older code being bundled within the core it leaves too much risk for malicious developers to vindictively steal the Lunaris source code.
Like we stated above, the main plan now is to go back and convert all of the legacy code to the new plugin system. Once this is complete we can distribute the core to content developers without any risk because while we provide them with the core to run and test their code we do not necessarily have to provide them with any other content. In essence this would leave malicious developers with a skeleton of Lunaris so stealing it would be useless. Why Does This Help Me?
The reason why this helps Lunaris as a whole and especially the community is because it will allow the development team to grow and expand beyond anything we have ever had before. We can hire anyone who knows how to code risk free which allows multiple developers to work on very complex content simultaneously.
For example this would allow complex pieces of content such as Chambers of Xeric, Theater of Blood, and Construction to be programmed at the same time by multiple different developers.
This will allow for much more frequent content additions which will help Lunaris to grow as a whole. All of the content you or I could ever want would be at our finger tips.
To transition a bit, we have some exciting news! A sneak peek into one of the many things we have been working on with the new Art Studio. Our new logo is underway, and here is the final result of our new logo icon to go with it! This felt like a small victory for us and we are very happy with the outcome. Let us know what you think in the comments below.
Bugs & Quality of Life
Players can now do the command ::vialsmash which can enabled and disabled with the same command
Added timers to most potions!
Fixed a bug with mob kill counts where some mobs such as Kree'Arra started a new kill count.
Do not worry, both of your kill counts should work towards your Nex kill count.
Rarity now saves on items that can be dismantled / Or Kit Example: AGS can be dismantled and also can be used on an Or Kit.
Neitzinot Faceguard rarity bug fix. Players could roll rarity on the item and then dismantle the item, forcing the item to lose rarity and then put it back together and have the ability to roll a new rarity on the item.
Created new skill guides in-game with the new configuration that was made, mentioned in the last post.
“Gargoyle Smasher” is now an unlock in the slayer reward store.
Added an option to Captain Clieve to travel to the Lizardman Battlefield.
Motherload mine “rockfalls” are now significantly easier/faster to mine.
Graceful will once again open up her shop when trading her.
The pest control shop is now fixed.
Fixed a bug where jewelry would sometimes teleport you twice.
Fixed the goldsmith gauntlets xp reward.
Added the special attack to Arclight and Darklight
Thanks for reading our latest progress update! Our goal is to eventually implement solutions to all of the difficulties that we've encountered over the years - to anticipate the issues that players and server operators may face and have an answer for them. We're looking forward to working side by side with the community, and we'll be reaching out to ensure that we factor in your requirements and ideas.
Keep an eye out for our next update. In the meantime, keep an eye on our official Discord , and social media feeds over the coming days - this blog isn't the only place you can see some new Lunaris material!