<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>LegacyWorlds Beta 6 &#187; game parameters</title>
	<atom:link href="http://blog.legacyworlds.com/index.php/tag/game-parameters/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.legacyworlds.com</link>
	<description>Updates on the new version&#039;s design and progress</description>
	<lastBuildDate>Sat, 26 Mar 2011 10:18:48 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Milestone 2 &#8211; Database contents &#8211; Application data</title>
		<link>http://blog.legacyworlds.com/index.php/2010-11-03/milestone-2-database-contents-application-data/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-11-03/milestone-2-database-contents-application-data/#comments</comments>
		<pubDate>Wed, 03 Nov 2010 08:09:20 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Milestones]]></category>
		<category><![CDATA[application data]]></category>
		<category><![CDATA[application status]]></category>
		<category><![CDATA[database contents]]></category>
		<category><![CDATA[game parameters]]></category>
		<category><![CDATA[game update status]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[system logs]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=233</guid>
		<description><![CDATA[This is the second part of a series of post about the structure of the Beta 6 Milestone 2 database, which describes the various structures required to store and control the state of the game server. Names and descriptions in this section do not use the internationalisation system, as they are not meant to be [...]]]></description>
			<content:encoded><![CDATA[<p><!-- p { margin-bottom: 0.08in; } --><span>This is the second part of a series of post about the <a href="http://blog.legacyworlds.com/index.php/2010-10-30/milestone-2-database-contents-introduction/">structure of the Beta 6 Milestone 2 database</a>, which describes the various structures required to store and control the state of the game server. Names and descriptions in this section do not use the internationalisation system, as they are not meant to be seen by players.</span></p>
<p><span><span id="more-233"></span></span> <span style="font-size: medium;"><strong>Application status</strong></span></p>
<p><span>Information regarding the <span style="text-decoration: underline;">application&#8217;s state</span> include the <span style="text-decoration: underline;">identifier of the next game update</span>, the <span style="text-decoration: underline;">identifier of the current game update</span> if one is being processed at the time, the date and time at which each type of recapitulation e-mail was last sent (<span style="text-decoration: underline;">administrative</span>, <span style="text-decoration: underline;">server errors</span>, <span style="text-decoration: underline;">player messages</span>), and information about maintenance mode, if enabled (<span style="text-decoration: underline;">start date &amp; time</span>, <span style="text-decoration: underline;">scheduled end date &amp; time</span>, <span style="text-decoration: underline;">reason</span>).</span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;"><strong>System logs</strong></span></p>
<p><span><span style="text-decoration: underline;">Entries in the system log</span> include a <span style="text-decoration: underline;">time stamp</span>, a <span style="text-decoration: underline;">level</span> (trace, debugging, information, warning or error), a <span style="text-decoration: underline;">component identifier</span> and a <span style="text-decoration: underline;">message</span>. In addition, a log entry may be associated with an exception record. Such a record includes the <span style="text-decoration: underline;">list of exceptions</span> in the proper <span style="text-decoration: underline;">order</span>, with the exception&#8217;s <span style="text-decoration: underline;">class</span> and <span style="text-decoration: underline;">message</span>, and the stack trace for each exception. An <span style="text-decoration: underline;">entry of the stack trace</span> may contain a <span style="text-decoration: underline;">location</span> (class and method), a <span style="text-decoration: underline;">file name</span> and a <span style="text-decoration: underline;">line number</span>.</span></p>
<p><span style="font-size: medium;"><strong>Ticker status</strong></span></p>
<p><span>The “ticker” is the server component which fires the various tasks that ensure the game&#8217;s proper functioning. A <span style="text-decoration: underline;">ticker task</span> is identified by its <span style="text-decoration: underline;">name</span>. It may be <span style="text-decoration: underline;">running, stopped or scheduled</span> to start automatically at a <span style="text-decoration: underline;">later date and time</span>.</span></p>
<p><span style="font-size: medium;"><strong>Game update status</strong></span></p>
<p><span>When the various game updates are being executed, it is necessary to store their current status in order to make sure that an error during a game update can be recovered from. Information regarding a game update includes the <span style="text-decoration: underline;">type of update</span> (e.g. fleet movement, battle computations, empire research&#8230;), the <span style="text-decoration: underline;">last game update</span> at which the update was last executed, and <span style="text-decoration: underline;">whether the update has been processed, is being processed, or is scheduled for processing</span>. Finally, there are two major types of updates – updates which affect planets and updates which affect empires; this implies storing a reference to the <span style="text-decoration: underline;">planet</span> or <span style="text-decoration: underline;">empire</span> affected by the update, respectively.</span></p>
<p><span style="font-size: medium;"><strong>Game and system parameters</strong></span></p>
<p><span>A <span style="text-decoration: underline;">game or system parameter</span> is identified by a <span style="text-decoration: underline;">code name</span> (which is used in the game&#8217;s code to refer to the parameter). It possesses both a <span style="text-decoration: underline;">name</span> and a <span style="text-decoration: underline;">description</span>, which are stored as text (only administrators will see these strings). A parameter belongs to a <span style="text-decoration: underline;">category</span> identified by a <span style="text-decoration: underline;">name</span>. It may include a <span style="text-decoration: underline;">lower bound</span> and / or a <span style="text-decoration: underline;">higher bound,</span> and of course has a <span style="text-decoration: underline;">value</span>.</span></p>
<p><span style="font-size: medium;"><strong>Session types</strong></span></p>
<p><span>The game will, in the future, allow for various types of sessions (in addition to sessions from the usual web interface). A <span style="text-decoration: underline;">session type</span> is defined by a <span style="text-decoration: underline;">code</span> (e.g. “web” in the case of the web interface), associated to a flag indicating <span style="text-decoration: underline;">whether the session type is exclusive</span>. An exclusive session will automatically terminate any concurrent, exclusive session.</span></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.legacyworlds.com/index.php/2010-11-03/milestone-2-database-contents-application-data/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Random events</title>
		<link>http://blog.legacyworlds.com/index.php/2008-04-18/random-events/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-04-18/random-events/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 09:07:48 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[game parameters]]></category>
		<category><![CDATA[universe]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-04-18/random-events/</guid>
		<description><![CDATA[In Beta 5 the only events which can occur in game are the direct consequences of some game actions performed either by yourself or other players. There is no surprise nor anything linked with the universe itself. Introducing alien factions controlled by the game itself is one way to improve the game dynamics. Another way [...]]]></description>
			<content:encoded><![CDATA[<p align="justify">In Beta 5 the only events which can occur in game are the direct consequences of some game actions performed either by yourself or other players. There is no surprise nor anything linked with the universe itself. Introducing alien factions controlled by the game itself is one way to improve the game dynamics. Another way is to introduce random events.</p>
<p align="justify">These events occur randomly in the course of the game and affect game parameters on a scale wide enough not to advantage or disadvantage too much particular players. The frequency at which random events occur will have to be precisely defined, however it will be devised so that everyone is affected by a random event every now and then in any case.</p>
<p align="justify"><span id="more-33"></span> Random events are defined by an effect, an application range and a duration. For instance, one such event could be a disease reducing population growth in a layer of the universe for a week. Several categories of random events have been devised so far.</p>
<p align="justify">Spatial phenomena such as ion storms, meteor showers or electromagnetic waves affect the behaviour of fleets, ships, communication and detection systems. Economic events affect planets&#8217; production, resources and research. These include for instance economic booms or depressions, strikes, piracy or research boosts. Population-related events include epidemics, food shortages or religious holidays. Species-specific events affect various species-related parameters or occur on a per-species basis. Some affect all species, such as periods of xenophobia. Others affect the relations between two species, such as territorial disputes. The last ones are specific to one species, such as a breeding or hibernation cycle.</p>
<p align="justify">Various ranges for the application of random events have already been defined. These ranges can first of all be based on geography: an area of a layer, a layer, a set of layers or the whole universe. They can also be depend on species: one particular species, a set of species, all species. Finally the range can be have specific conditions, for instance all planets with an happiness level below a particular value or all mixed population planets, etc.</p>
<p align="justify">What do you think of this random events principle? Do you think it could add some dynamics to the game?</p>
<p align="justify">Do you consider the proposed application ranges are adequate?</p>
<p align="justify">Can you think of other random event categories?</p>
<p align="justify">What kind of events would you suggest?</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.legacyworlds.com/index.php/2008-04-18/random-events/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
	</channel>
</rss>

