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Meridian 59 Official Newsletter 12-14-01
12/14/2001 6:04:06 PM - Gilroy

OFFICIAL MERIDIAN 59 NEWSLETTER DECEMBER 14, 2001

We've come a long way
This week’s newsletter happens on a rather special night. Six years ago tonight, the original Meridian 59 team was frantically putting together the first public Alpha test release. The release went live on December 15, 1995. Read below in our feature “A word from a Kirmse” about Andrew Kirmse’s recollection of that magical time in Meridian 59’s history. We’ve also got a development update, a cool announcement, and a little fun. Before you read on to the juicy bits, we want to thank you for your continued support of Near Death Studios and Meridian 59!

 

A word from a Kirmse
Thanksgiving break, 1994. Three weeks to launch, and Meridian did not have a patching system. Chris and I wrote one over the four day weekend and never modified it again.

Early December. We had no idea how many players the server could support simultaneously. I threw together a version of the client that automatically logged in and walked in circles, and ran 30 of them on my machine. The server could take the load, so we set the login maximum to 35. Chris added an email server to the game so that it could process account creations from the Archetype Web page.

December 14. A machine was set up at an ISP in San Jose, California to run the alpha. We were able to run it for free because the ISP wanted to count the traffic to our Web pages as theirs. The city of Tos and a tiny wilderness area were all that existed of the world. We wanted to add a secret quest for players to find, and thus the quest for the Jewel of Froz was born. I transferred the latest files to Chris at his dorm room and went to bed around 11. Chris and Damion stayed up late finalizing the quest, and early in the morning, Chris copied all the files to San Jose and started the server.
Meridian was alive.

-Andrew Kirmse

The picture is of the Meridian 59 Alpha version Orc created by original team member Chris Sellers.

 

Development update
This week we've been able to compile the server and client executables. The code had to be cleaned of some work that was unfinished from before as well as remove the references to 3DO from the code. Chris and Andrew Kirmse were very helpful with their assistance and information about how the code worked. It’s really cool to be working with them again.

We also got the development environment up and running for the script files. We can now alter script files and recompile them to change the game. We've already made a few changes on the development server. It's amazing how easily you can get back into something after being away for so long!

We then set up a CVS server for the source code. CVS is a source control system that stores source code. It allows you to save previous versions of the source code, so that if you make a major mistake, you can go back to a previous (hopefully) working version. It also allows multiple people to work on the same pieces of code without disturbing each other. If two people are working on the same code, the second person to check in their changes is required to "merge" their code into the other person's code and avoids unpleasant surprises.

Brian’s current focus on the development front is to fix lingering bugs in the game code. For example, He’s working on fixing the game unbalancing bugs, such as how powerful Armor of Gort became, and the stat increases gained from cure disease. He’s also working on rebalancing some of the spells.

Rob has and will continue to spend a lot of time working out hosting, website, billing, CS, CD replication, shipping, and other issues. He’s also been going through the art and choosing pieces that need to be cleaned up. Going with the “bang for your buck” theory we’re only going to be making minor fixes that can be done quickly for the initial release. Rob was also able to get the level editor to successfully load, edit, and save a level file and then have that level loaded in game. However, like the art, the levels will probably only receive minor tweaks for the first release.

 

Blair Graphix to do out of game art
We at NDS are very excited to announce that we've found a team of artists to help us out with our out of game artwork. Barry Blair and Colin Chan are well known in the online gaming community for their artwork based on Everquest and Dark Age of Camelot. They are also responsible for the wonderful artwork at RPG Comics and many of the product designs at RPG Wear.

Press can find a white background version of this sketch on our site.
Shown here is an early sketch of their take on a Meridian 59 troll. They have a knack for bringing life and personality into their subjects. Barry and Colin will begin their work with us by creating the splash screen and CD artwork for Meridian 59's launch. We're thrilled to be working with them. You can get your own custom artwork of your favorite online game character from RPG Comics.

 

Meridian 59 Fansite Spotlight
Gilroy's Meridian 59 Reference
Ok, so we know that all the hard-core Meridian 59 fans know about Gilroy’s already, but just for having the wherewithal to stick with the game for so long it certainly deserves to be the first in the Fansite Spotlight. We’re pretty sure it’s the longest running actively updated Meridian 59 fansite in existence. It’s been online and serving the Meridian 59 community with news, info, and forums since 1996… even while Meridian 59 has been offline! Thanks to Gilroy, Hawkeye, Zax’cha, Sindar, Server KOS, and all the others at Gilroy’s Meridian 59 Reference for their support.

 

Things game developers consider funny:
Proposed names for the re-launch:

MERIDIAN 59: They're not ugly humans, they're pretty ogres.

MERIDIAN 59: What happens when we do this?

MERIDIAN 59: It's not your grandfather's RPG. Oh, wait, it is.

 

Meridian 59 Official Website

 

Source: Near Death Studios - Info@NearDeathStudios


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