![]() ![]() Instead of representing the data in a text form, I’d store everything as individual rows in an SQLite DB and retrieve data to present to the user when they loaded up the web page. This first app didn’t really require anything specific from EVE other than the authentication & authorization everything else was generic enough. A quick web searched showed that Python had several active frameworks for building web servers, so I picked the biggest - Django - and got to work. Back when I coded for Minecraft servers, a fellow programmer had suggested that I get into Python, as it was their favorite language, certainly more than Java. Getting into EVE’s APIsĪs a budding programmer, actively searching for some place to delve into and continue writing code for other people, I figured that it’d be a good time to start learning web development. There were a few options that provided everything except the authentication & authorization, but as those two feature were the most important, no alternative was found. The leaders of the corporation searched for alternatives, but came up short, as the requirements for what we needed were pretty strict: must be visible by a group of people, but editable by a subset of that group must have a higher character limit than the in-game one must allow coloring and formatting. As tracking this information was critical to players’ (in-game) safety, this invisible deletion of hard-earned information was quite debilitating. When the editor saved, the game would simply trim the content size down to the limit, and save that whatever was over the limit was lost. As our experience and exploration increased though, we ran into a problem - this “notepad” had a character limit.Īlthough many people these days are used to character limits (Twitter basically having been built on one), the character limit in these “notepads” did not have a good user experience: when the editor would go over the limit, there was no visual indicator that they were over. It is in this “notepad” that we kept track of everything that was going on. We recorded this information in an in-game chat channel message of the day (effectively a notepad that anyone in the corporation could see but only a few could edit). Finding a problemĪ big part of “wormholes” was tracking them - if players didn’t explore them and record where they led, then other players would have no way of knowing what was going on (wormholes appeared and disappeared (mostly) randomly). It’s there that I found a community to really be a part of, something I hadn’t had for years (since helping run a Minecraft server for several years, which is where I picked up Java). In September of 2012, just shy of a year since I started playing, I entered a corporation (a guild, effectively) called Wormbro, a corporation that was designed to help players new to the game or new to wormholes to get their “space legs” and get used to the gameplay. You never knew what was going to be happening in a few hours. Without spending hours explaining what that entails, basically I had gotten interested in a part of the game that was built on randomness - who you were near, who was near you, and what was going on all fluctuated on a day-to-day, hour-to-hour basis. Regardless of how I stumbled across EVE, I played it off and on for a year before getting into wormholes. I’ve always liked space and spaceships, maybe that’s what got me interested? Maybe it was other people talking about how much fun they were having? Maybe it was one of EVE’s huge thousand+ player battles? I think I had heard of it from reddit, but it’s so long ago now that I really can’t pinpoint what got me to pay for (it was subscription-only back then) and play the game. ![]() I first got into Eve back in October of 2011. Eve Online’s APIs and how they got me interested in SQL, Python, webdev, yaml, Linux, Nginx, DigitalOcean, and more. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |