Development Eve Online




1 development

1.1 compatibility
1.2 third-party applications , eve api project
1.3 major content patches

1.3.1 rapid release cycle


1.4 planned future developments

1.4.1 dust 514


1.5 source code leak





development

according developers, eve online evolved classic computer game elite, based on concepts science-fiction role-playing game traveller. eve combined concepts elite multi player chat , player-versus-player aspects of ultima online. elite had 4 single-player aspects of missions, mining, trade routes , combat random hostile npc s of aspects of first incarnations of eve online.


one of original developers of elite, david braben, believes eve online reimplementation of 1980s game, not true successor. of developers (john cameron, james cassidy, joe chaney) believe game creates world players can become else possible in imaginations.


both server , client software eve online developed in stackless python, variant of python programming language. stackless python allows relatively large number of players perform tasks without overhead of using call stack used in standard python distribution. frees game developers performing routine work , allows them apply changes game universe without resetting server. however, eve cluster taken offline daily database , server maintenance.


compatibility

on march 14, 2006, eve online development team announced upgrading graphics engine of eve online directx 10 / windows vista graphics platform. revelations patch 1.4 had patch notes quoted saying current eve online client should work in vista in xp.


on september 10, 2007, ccp games announced new trinity 2 graphics engine using directx 9.0. released on december 5, 2007.


official support linux , mac platforms, using transgaming technologies cedega , cider (forks of wine) linux , mac compatibility, introduced revelations 2.3 patch released on november 6, 2007. @ fanfest 2008 transgaming announced , demonstrated premium graphics client running on mac os x 10.5 leopard. in february 2009 ccp announced planned discontinue official linux client next major patch, , advised on using third-party programs run windows version of client under linux (namely wine). discontinuation of official linux client because game ran better using windows client via wine did official one, result many linux users using wine instead.


third-party applications , eve api project

third-party applications supplement players eve online experience. of these, such automated applications designed claim publicly available contracts accidentally put without associated cost, can result in ban if discovered, while others endorsed, tacitly or explicitly, ccp. evemon, .net application monitors , forecasts skill training times, 1 example of explicitly authorized external application. such application, eve fitting tool or eft, allows players try different ship setups , see how skills , modules affect ship.


third-party applications monitor character information , skill training exist both android , iphone mobile platforms.


in may 2005, ccp announced eve api project; third-party utilities such evemon interface character data, market, , other data through api.


major content patches


two freight haulers called charons, kind of ship introduced in red moon rising content patch


since initial release of eve online, ccp has added twenty-one expansions game, free of additional charge subscribers. twentieth expansion rubicon, released on november 19, 2013, , focused on new faction ships, introduction of mobile structures, , first steps towards future of eve outlined ccp seagull. nineteenth expansion, odyssey, released on june 4, 2013, , focused on exploration , rebalancing battleships. eighteenth expansion, retribution, focused on newly re-worked crimewatch system. introduced newly rebalanced frigates, destroyers, cruisers, , battlecruisers. seventeenth expansion, inferno, added enhanced graphics missile systems, host of new ship modules, , controversial new unified inventory ui. sixteenth expansion, crucible , released in november 2011 , shifted focus cosmetic changes game mechanics. fifteenth expansion, incarna, released in first stage of ccp s controversial ambulation project, known walking in stations project. incarna added captain s quarters stations, first phase of allowing players explore stations human avatars, update ship turret models. fourteenth expansion, incursion, released in stages, second of introduced sansha incursions, in sansha s nation invaded constellations, disrupting forms of activity in area, provided large rewards fighting incursions, , overhaul of character creation tool, paving way incarna expansion.


the eleventh expansion of eve online, apocrypha, released on march 10, 2009, , introduced features such further graphics updates started in trinity expansion; ability players group vessels weapons easier interaction; changes autopilot routes , avoidance of player-defined star systems. twelfth expansion, dominion, released on december 1, 2009, , overhauled sovereignty system, while thirteenth expansion, tyrannis, released on may 26, 2010, added planetary interaction online platform eve gate .


over time, expansions have added features such conquerable , constructible space stations, massive capital ships, advanced versions of existing ships, or epic arcs players master. apocrypha included overhauled probing system, wormholes, smarter , tougher ai , customizable tech 3 ships major features. dominion, became available download on december 1, 2009, included overhaul of sovereignty system, more realistic astronomy, titan doomsday weapon functionality being changed , in-game web browser chromium s webkit. included redesign of ui , in-game mailing system. tyrannis added new features, such ability exploit planetary resources, social networking program called eve gate, new technology ships, , graphical updates.


rapid release cycle

on may 6, 2014 @ yearly fanfest convention, ccp announced move current development cycle of 2 expansions per year, ten feature-releases per year on rapid release cycle. senior producer of eve online andie nordgren (ccp seagull) stated move necessary future developments have more flexible release cycle, rather deadline imposed on previous system, allowing smaller patches , changes deployed more rapidly , large projects not having rushed due expansion deadline.


however, in september 2015, nordgren announced ccp, while continuing five-week release cycle, return intermittently releasing large scale expansions eve. described new release cycle hybrid form , expansions set of big, connected features no fixed number per year, while feature-releases continue bring quality of life changes, ship balance changes, visual upgrades , other smaller additions. first new expansion, announced @ eve vegas 2015, introduce new modular starbase called citadel, , overhaul capital-class ships. release date set spring of 2016.


planned future developments

the developers have been working on game feature allow players exit pods , interact other player avatars in communal setting of station interior. first iteration, called captain’s quarters, released on june 21, 2011. second iteration, stylised quarters each race, released crucible expansion. player interaction in station environments has not yet been announced , preliminary details have emerged.


the ability enter planet s atmosphere , interact surface mentioned 1 of future development plans. future vision trailer portrays dreadnaught-class ships performing planetary orbital bombardments on dust battlefields. first glimpse trailer of dust 514 ended ship exploding in atmosphere. however, interaction between dust , eve has not been defined , no official confirmation has yet been provided. @ eve fanfest 2005, working prototype demonstrated in caldari crow interceptor seen navigating makeshift landscape superimposed on nebula. however, effort later abandoned. ccp has stated full-scale integration of such features requires enormous effort , planned post-revelations (expansion) production phases, 2006. subsequently, stated that, until proven in-game reason found planetary access, further work on feature not have high priority.


dust 514

during 2009 games convention in cologne, germany, ccp unveiled dust 514, console-based mmofps title meant integrate eve online universe. according developers, players hired eve online alliances fight on planets.


according eve online creative director torfi frans Ólafsson, @ recent eve online fanfest, dominion release planned involve sovereignty, ownership of districts on planets capable of creating industry. player ownership system dynamic subject pvp diplomacy subjugation. latter allows linking dust 514, whereby players within eve online able contract, in-game, dust 514 players take control of planetary regions within eve online universe , these mercenaries vie other dust 514 players hired opposing faction. integration between console mmofps game , eve online mmorpg both through community interaction , through changeable battlefields based on planetary architecture of common universe—the outcome of these battles in dust 514 affect status , ownership of corresponding planets in eve online well. @ e3 2011 announced dust 514 playstation 3 exclusive ps vita tie-in, both released in spring of 2012.


source code leak

on may 20, 2011, leaked eve online source code published on github repository. after being online 4 days, ccp issued dmca take-down request followed github.








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