But it has not worked as expected, and many things changed since then. First and foremost, it was build around the standard dialog interface functionality, due to the limitations that was imposed during that time. Because of that, managing faction became tedious and annoying task. Also, it turned out that players do not need all those functionality - not always they need to have four ranks for their members, sometimes maybe they would like to have more than one leader, maybe they would also like to have their radio channel changing randomly automatically. Maybe they also would like to have customized messaging system, in which everyone could post a message on the terminal, to be later read by others. Lots of possibilities, but the main issue was usability. That meant it required changes, or even complete overhaul.
Lots of time has passed, and the engine has grown up to the point almost everything is possible (with varying amount of work). But still, we have not improved that core functionality - chasing other stuff, or simply because of lack of time.
I started to think about the changes quite time ago, and wanted also to expose that stuff to the world by providing web interface for players (along with account management). First, I wanted to put emphasis on that, so that once registered playername always belong to some account, and it cannot be taken after wipe. And on top of that, I wanted to reimplement the very same functionality we've got in faction terminal, but also expose it to the web interface and store data in some persistent, wipe-safe storage (SQL database to be precise).
I started implementing it, but soon I realized it needs some amount of customization, otherwise it might just fail the same way as old system did - providing some useless functionality, being used only partially etc. Of course, I began to think how to inject some flexibility into it - that seemed to be lot of work. Then I stumbled upon something, that entirely changed my ideas and made me to start implementing it almost from a scratch again.
Document databases, namely - CouchDB.
connected with relation 1 to many. Then, if you want to fetch all players records stored in faction A, you need to join those 2 tables to prepare output records. Oh nice, this is what the world is doing since ages, it works. But why to impose such rigidness on that, in non-relational database, you would just create database for faction A, and store documents about players there. Nice!
But that's not all. It turned out that CouchDB, because of the fact its protocol is HTTP, is able to serve HTML (and other HTTP content) directly. So I can build web interface (web application) in it, no need for additional tier, no need for additional dependencies. Great? Yeah, I started to love it.
Ok, that all sounds fine, but also it feels a bit dangerous. We are allowing players to store the data they want, and we also want to server (gameworld) react to it in proper way. So we need some way of communication, between CouchDB and FOnline server. Seems hard, but part of it already works.
Hopefully, this is the first part of the series about new factions interface. Please note, that's not yet stated when it's gonna be finalized and introduced. To my excuse, I've got real reasons why it's taking so long:)
In next post we will dissect how it might work and how the data will be synchronized, or maybe I'm gonna throw in some technical details, just for fun.