Thursday 29 July 2010

Mind mapping



It's been a little while without anything major happening on the project. Both Greg and I have been tied up with more immediately pressing responsibilities giving diminished time for this project. That's not to say that nothing has happened, little tweaks and decisions have been ticking along in the odd moments we can spare. 


I did think it was worth pointing a blogging finger at the project mind map that has recently surfaced. I'm a big fan of mind maps when their use adds value but so often have found that they turn into little more than a time sink as a simple list would suffice. However, for this project I'm finding it very handy indeed to be able to dump thoughts in a structured manner. With scary speed the complexity of the map is increasing - or rather it is driving out the complexity already within the project.


No doubt as this map is expanded, revised, reiterated and reviewed it will drive the development of the requirements and be a good refresher when we're working on the code details. Anyway, I'm a fan and it turns out a couple of interesting images so I think that makes it blog-worthy. If the title image leaves you wanting more then here's the current version in full for your perusal.


I'm still looking about for an online collaborative mind-mapping tool that I like so you only get images for now.

Saturday 26 June 2010

dmzdkp project introduction


A few days ago Greg approached me about writing a new version of the DKP system we use for DMZ-Gaming. He was looking for a project to gain some more coding experience. As it happened this is a project I have had on the drawing board for quite a while now and jumped at the chance of having some help on the venture. I also saw this as an opportunity to dust the rust off of my software-development project skills that have pretty much sat idle for the best part of a year.

The version in use at the moment is pretty much just a procedural core of a system that has had features and functions bolted on over time. The result gets the job done but could be a lot easier to build upon, service and generally comprehend from a coding point of view. As such I'm keen to use as much of the design process as I can to ensure that the final result is not only better coded but actually has some documentation behind it.

We have also gone with the open source approach. As much as we might like to make oodles of cash for our efforts that isn't the aim of the venture. As such almost all the documentation will be hosted on various parts of Google (including this blog). I've also become quite smitten with Dabbleboard and LovelyCharts, they are making the design documentation so much richer and easier to produce. Links to all this stuff are on the sidebar.

So anyway, here's the project blog where, with any luck, we'll post any developments of interest. For now I'll simply welcome anyone reading this and end the post with the project description that's on our Google.code page.


WHY dmzdkp?

We believe that people who invest the most should have the greatest reward. We believe that a good DKP system is smart enough to be fair, yet simple to use. We believe that raid selection and DKP tools should help you resolve conflicts, not start them.

We have developed a DKP system that rewards effort, like EPGP; is non-inflationary, like Zero-sum; never needs to be reset; avoids the instability of Suicide Kings or bidding systems, and is acessible to all.

This system was developed by DMZ-Gaming for World of Warcraft and is now being taken into a second generation where it will be freely available to all who want to use it.

We aim to include:
  • DKP listings and breakdowns
  • Raider management
  • Raid scheduling and signups
  • Item details and looting history
  • Steady decay to avoid hard resets
  • In-game tools for raid setup and loot distribution
  • Tracking of DKP standing, signups, attendance and much, much more

What is DKP?

DKP stands for Dragon Kill Points. These points are a form of currency for endgame players of MMORPG (Massively Multiplayer Online Role Play Games). Points are earned through partisipation in events and spent on equipment (gear) to improve the person's character. The concept was created for Everquest at a time when the only events were to kill dragons.