Development/Production
AC was developed by Turbine Entertainment Software and published by Microsoft. It had a multimillion dollar development budget. It was designed by Toby Ragaini (lead designer), Chris Foster, Eri Izawa, and Chris Pierson. The development team consisted of 30+ full-time developers, including 6 artists, 4 game designers, 15 software engineers and 5 QA testers.
Critical development software included Microsoft Visual C++ 5.0, Visual SourceSafe 5.0, Lightwave 5.5, and Photoshop 4.0 Asheron's Call uses Microsoft SQL Server for persistent game data.
Asheron's Call was technically innovative for its time. It did not use zoning, a technique of partitioning the game world into zones that ran on different computers on a cluster. This caused delay when moving between zones. Instead Asheron's Call had a single seamless world. It used dynamic load balancing to determine which computer in the cluster controlled which location area. If one area became overpopulated and sluggish control of part of that location would pass to another computer with a lighter load.
The finished product contained approximately 2 million lines of code.
Asheron's Call took 40 months plus 8 months of beta to complete. It was originally scheduled to ship during the fourth quarter of 1997. Production was delayed over a year because of the inexperience of the production team.
On launch there were six servers available. These were Frostfell, Harvestgain, Leafcull, Morningthaw, Thistledown, and one player-killer server, Darktide. Servers added later were Solclaim, Verdantine, and Wintersebb.
Asheron's Call allows computers to use either 3D or software graphics acceleration.
Read more about this topic: Asheron's Call
Famous quotes containing the words development and/or production:
“Understanding child development takes the emphasis away from the childs characterlooking at the child as good or bad. The emphasis is put on behavior as communication. Discipline is thus seen as problem-solving. The child is helped to learn a more acceptable manner of communication.”
—Ellen Galinsky (20th century)
“It is part of the educators responsibility to see equally to two things: First, that the problem grows out of the conditions of the experience being had in the present, and that it is within the range of the capacity of students; and, secondly, that it is such that it arouses in the learner an active quest for information and for production of new ideas. The new facts and new ideas thus obtained become the ground for further experiences in which new problems are presented.”
—John Dewey (18591952)