When we first started thinking about the clan updates, and the engine infrastructure work that would be needed to make it work, it sounded relatively straightforward. We already had a system that handled cross-world communication between groups of players (the friends system), we could treat a clan and a clan list as being analogous to a player and their friends list, so all we needed was a slightly modified version of our player saved game and friends systems and we’d be ready to go!
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| - Update:Blog - Clan Updates: Engine Support
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| - When we first started thinking about the clan updates, and the engine infrastructure work that would be needed to make it work, it sounded relatively straightforward. We already had a system that handled cross-world communication between groups of players (the friends system), we could treat a clan and a clan list as being analogous to a player and their friends list, so all we needed was a slightly modified version of our player saved game and friends systems and we’d be ready to go!
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| - When we first started thinking about the clan updates, and the engine infrastructure work that would be needed to make it work, it sounded relatively straightforward. We already had a system that handled cross-world communication between groups of players (the friends system), we could treat a clan and a clan list as being analogous to a player and their friends list, so all we needed was a slightly modified version of our player saved game and friends systems and we’d be ready to go! How wrong we were... When we started to take a closer look at the details of the implementation, we realised that, conceptually, a clan is a much more complex idea than the player, and that we would have to think very carefully about how the software architecture was to be designed to make the system workable.
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