In software development, less is more. Clean, lean code is easier to debug and maintain. Designing the simplest solution is the trick. Whenever I design a software component, I tend to over-engineer it the first time through. This produces a solid, well-designed, hand-crafted unit of code, which is usually terribly complicated for its intended purpose. It’ll work well, but trying to explain it to someone else would be difficult. Some call that job security, but I’d prefer to find a more elegant design.
It has been some time since my last post, but I have been far from idle. There have been no new (Alpha) releases lately, either. Despite seasonal distractions, all of my efforts have been focused on a renovation of the core content system. The software design is significantly better; but what does that mean to you, the player? Absolutely nothing! The next release should play exactly the same as the last one, albeit with a sleek new content model.
This article provides a use case that chronicles my experience with the Java Logging API, as used for my MMORPG platform. Software developers can take this article as a cautionary tale against code reuse zealotry. It is often advantageous to follow your own software design goals rather than force your design around an existing system.
Sun has released Java 6 Update 10, with the primary goal of improving end-user experience. Java is a wonderful programming language and runtime platform for developing many types of applications. Unfortunately, running a Java application can be a stumbling block for end users, which, in my opinion, has been holding Java back from reaching its full potential. This update promises many welcome improvements to the platform.
Attention Alpha Playtesters: I’ll be testing the new Java version soon, with the goal of officially updating the game’s base Java requirements to this version. Playtesters are encouraged to try the new update and report any issues/improvements.
In the rest of this article, I give my two cents on Sun’s approach to Java thus far, and examine a couple improvements I’ve been eagerly anticipating.
Forgive the somewhat sensationalized title. This article does not describe any actual attacks on MMORPG chat systems (e.g., no World of Warcraft exploits). Nonetheless, there is good reason to believe that undisclosed chat exploits exist. This article explores the potential for exploiting MMORPG chat engines, based on related security vulnerabilities that are known to exist, which occur due to common software development practices. Anyone with experience in this matter is encouraged to comment, as there is a lack of community discussion on this subject.
In support of Cyber Security Awareness Month, this article is written as a tutorial on basic login security, including techniques to defend against potential vulnerabilities. I encourage anyone with a software security background to comment on this article. Although I have some years of software security experience, peer review is essential for building secure systems.
TIP: Any and all security techniques (including these) should be considered experimental until thoroughly reviewed by the security community.
Students of software must be taught early the benefits of object oriented design, lest they succumb to the dark side of static programming. When designing a software component, the temptation can be to write globally accessible public static methods in lieu of instantiable objects. Even experienced developers must remain diligent to avoid being turned to this quicker, more seductive, approach. Read the rest of this entry »
Serialized object data is inherently fragile. A change in one class effectively renders any serialized data that includes the class (even deep within the object graph) unusable. This article describes how I have (potentially) addressed this problem in my MMORPG platform. Read the rest of this entry »
Alpha5 (v0.5.0) was released earlier today… and then v0.5.0.1 to fix some issues that were found almost immediately by the intrepid playtesters. Alpha playtesters should see this forum topic to learn why…
I expect everyone to be walking around at Level 16 with Double Battleaxes and Expert Regeneration skill by tomorrow.
… That gives you one hour until tomorrow. Have at it.
I haven’t stopped typing since last Friday’s incremental release, so here’s another for-the-sake-of-Friday update, which includes two dozen fixes and enhancements. Alpha playtesters can read this forum entry for the details.

