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[Development] Burning Skies: Profaned Sanctuary
Discussion on [Development] Burning Skies: Profaned Sanctuary within the CO2 Private Server forum part of the Conquer Online 2 category.
12/09/2011, 13:12
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#1
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[Development] Burning Skies: Profaned Sanctuary
Project Closed.
Introduction:
Hey everyone. It's been a while since I've tried to make a server. I started "Project Kibou" a few months back, but I never finished it because of college classes. Things have calmed down now, and I have a set, stable career plan (Software Engineering) - so I'm going to give it another (slow) try. I'm still a college student and I'm still working on Kibou, but now Burning Skies is my student research project (giving me an excuse to work on it for real experience).
The Server [Burning Skies]:
So my server's name was previously "Conquer New Dawn". I've changed it now to "Conquer Online's Burning Skies" - shortened to "Burning Skies" as seen in my logo. I started it back in April of 2010, but I closed it down to teach myself how to program. I want to make a server that's PVP, but that also has a lot of interesting events, a storyline, and quests that players can follow and do together. I have a lot of ideas, but I can't explain them without giving them away.
The Expansion [Profaned Sanctuary]:
The ideas that I mentioned above make up a "chapter" in the server that I called "Daybreak". Finally, I have developed a name for the expansion that best reflects the storyline: "Profaned Sanctuary". (The next one is planned as well.) Profaned Sanctuary is a collection of ideas, events, and much more that I, again, can't talk about without giving it away. I'm really excited to see how it'll turn out.
The Project [Kibou]:
The project itself is my third attempt at a server project. The first was to teach myself how to program. The second was to teach myself how to implement large systems and such. This project is to improve on my server's architecture. Software architecture is very important because I want to ensure that the project is very extendable. I've accomplished that using inheritance and abstraction. This will most likely be my last attempt now that I understand everything about it. The server design I've come up with is much better than my previous projects. Also, I now have full rights to use the Conquer Online client and game content.
Conclusion:
That's really it. I'm just one person, so I doubt that development is going to go by very quickly. I just wanted to refresh my name out there and let you know that I still haven't given up and that I finally have my source accepting data properly. It's all starting to collect together - everyone who knew the names that I put out there now hopefully understand what they mean. Any ideas or suggestions would be highly appreciated, so please don't hesitate to PM me. Thanks for your interest, you can follow me on  if you'd like. More to come.
Cheers,
Spirited
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12/09/2011, 13:16
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#2
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Wanna race?
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12/09/2011, 13:25
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#3
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Quote:
Originally Posted by KraHen
Wanna race? 
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Haha, you already have your base coded! =p
I'm still working on mine. I decided a month ago that it would be a good idea to use nothing but pointers and structs... from the very start of the socket system.  It's fast but really hard to debug. Hopefully it's worth it. The socket system itself took me months to develop. Slow and steady wins the race?
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12/09/2011, 13:27
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#4
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Quote:
Originally Posted by KraHen
Wanna race? 
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His will be done 21st December 2012 and then the world is going under, so it will never open.
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12/09/2011, 13:30
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#5
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Quote:
Originally Posted by KraHen
Wanna race? 
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A race isn't really necessary. Pservers are finally starting to turn around again. There's quite a few 'good' ones coming up for once. This one, Qonquer coming back, Project X (For those of us who enjoy pvp servers), and a few others I've read about. In my opinion, it's finally going to be about who can make the best quality server. Not just a bunch of the same servers popping up everywhere.
For once in a great awhile, it'll be about who can make the best quality server. No need to rush things. It'll be quite a bit more amusing to watch what kind of servers keep popping up, since it seems like some people actually give enough of a **** to make good ones again(R.I.P. Element).
@Fang: I wish you luck on your endeavor, hopefully something good will come of it.
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12/09/2011, 13:32
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#6
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Quote:
Originally Posted by Fаng
Haha, you already have your base coded! =p
I'm still working on mine. I decided a month ago that it would be a good idea to use nothing but pointers and structs... from the very start of the socket system.  It's fast but really hard to debug. Hopefully it's worth it. The socket system itself took me months to develop. Slow and steady wins the race?
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How can it take months to develop a socket system in .NET, unless you aren't using System.Net.Sockets and creating your own custom socket classes?
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12/09/2011, 13:33
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#7
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Quote:
Originally Posted by BaussHacker
His will be done 21st December 2012 and then the world is going under, so it will never open.
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You're right actually. I was planning on opening it on December 25th, 2012 (officially).
I was going to start closed beta testing it in July.
._.
Quote:
Originally Posted by BaussHacker
How can it take months to develop a socket system in .NET, unless you aren't using System.Net.Sockets and creating your own custom socket classes?
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A lot of planning and trail runs in different sources. Most of the time that it takes for me to implement something is made up of the planning of it.
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12/09/2011, 13:35
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#8
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Quote:
Originally Posted by Fаng
You're right actually. I was planning on opening it on December 25th, 2012 (officially).
I was going to start closed beta testing it in July.
._.
A lot of planning and trail runs in different sources. Most of the time it takes for me to implement something is the planning of it.
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This alone earns my approval. Taking PLENTY of time to make sure EVERYTHING works properly. Can't wait to actually see the finished product.
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12/09/2011, 13:35
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#9
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Quote:
Originally Posted by Fаng
You're right actually. I was planning on opening it on December 25th, 2012 (officially).
I was going to start closed beta testing it in July.
._.
A lot of planning and trail runs in different sources. Most of the time that it takes for me to implement something made up of the planning of it.
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You have to be lucky, if the Conquer Community still exist at that time. In that time you could even make your own game, if you just setup a small team.
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12/09/2011, 13:43
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#10
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Quote:
Originally Posted by EviL|Shepherd
This alone earns my approval. Taking PLENTY of time to make sure EVERYTHING works properly. Can't wait to actually see the finished product.
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Thank you, both of you really. ^ v
Quote:
Originally Posted by BaussHacker
You have to be lucky, if the Conquer Community still exist at that time. In that time you could even make your own game, if you just setup a small team.
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And I kind of feel like I am.
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12/09/2011, 13:44
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#11
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Quote:
Originally Posted by BaussHacker
You have to be lucky, if the Conquer Community still exist at that time. In that time you could even make your own game, if you just setup a small team.
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Well, I think there's a bit of hope for the CO community. Maybe not much, but enough to count. Honestly, I think it'd be kinda amusing to see all the 'known' CO coders pull together and make a completely different game.
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12/09/2011, 13:44
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#12
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Well I`m curious how will my socket wrapper perform on a large scale, I have some mechanics which I was thinking about to implement, but sticked to the common way, I am really curious how it will perform. If won`t do well I`ll do it in an other way. It worked with a chat server and was really stable, but this is a "bit" more intensive.
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12/09/2011, 13:56
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#13
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Quote:
Originally Posted by KraHen
Well I`m curious how will my socket wrapper perform on a large scale, I have some mechanics which I was thinking about to implement, but sticked to the common way, I am really curious how it will perform. If won`t do well I`ll do it in an other way. It worked with a chat server and was really stable, but this is a "bit" more intensive.
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I would love to see how my server stands up to a lot of players. We'll see though (I guess) when the time comes.
Quote:
Originally Posted by EviL|Shepherd
Well, I think there's a bit of hope for the CO community. Maybe not much, but enough to count. Honestly, I think it'd be kinda amusing to see all the 'known' CO coders pull together and make a completely different game. 
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And I feel like I'm already doing that. I took an entire class on Asian History just for the project.
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12/09/2011, 14:05
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#14
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Well good that you're trying again but I'm pretty skeptical about this ever becoming something concrete for players, you have had a lot of planned stuff in the past and never finished it.
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12/09/2011, 14:07
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#15
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Quote:
Originally Posted by Kiyono
Well good that you're trying again but I'm pretty skeptical about this ever becoming something concrete for players, you have had a lot of planned stuff in the past and never finished it.
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Who knows if I ever will. I've been working really hard since I last advertised. It's not like I've ever really "stopped" (except with Kibou which was my first, planned, custom source).
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