All plugins on Dyescape are coded by me, and I'm also responsible for setting up and maintaning all of the servers. I have big plans when it comes to Dyescape's software and servers.
I've been playing Minecraft since the 1.0.0 release. Since roughly version 1.2.5 I got into server management and running one. I've been in the business ever since and I love doing it. Some time ago, I created a small survival network called Dyescape. It didn't work out great as player count never really got high or stable at all. The staff team and I decided we shut everything down and made something truely unique of Dyescape, which is what we all know currently.
Dear community, as some of you may have noticed, we've suffered from several infrastructure outages over the recent weeks. This caused our website, Minecraft servers and internal tooling to be unavailable. We wish to be transparent with everyone on what is going on, why these outages happened and how we plan to tackle them moving forward. The post below will involve some technical details. You can skip to the summary at the bottom for a short, simplified version.
Within the hosting, and especially the cloud hosting industry, storage comes in many different shapes, sizes, pros and cons. Some setups value simplicity, some value scalability, others value performance or integrity. When setting up our infrastructure, we had to choose between these options and decided to go with a storage solution that had integrity and was scalable. As such, we are running an internal block storage solution called Longhorn, with volume replication across all of our servers...
After a tremendously long development period, Dyescape has finally been able to put out a first release; v0.1.0. Those who were active in the Discord or the Twitch livestream yesterday will have already seen that we ran into a few technical struggles. This thread serves as transparency towards the community to explain what happened, why it happened, how it could happen and what has been done to address it. On a positive note, we'll also list a few technical things that did go well.
In a project like this, being dynamic with content changes is crucial. Software and content are two completely separate complexities, and in order to ensure that it doesn't become a single, even larger complexity, we've made everything configurable. From items, to skills, creatures, quests, random encounters; everything is configurable. In order to facilitate for this, a JSON document based file storage system was set up. For the past years during development, this...
It's been a while since we had a positive announcement (other than the glorious mousepad giveaway), but today is a great day for us. No no no, hold your horses, Alpha is not here yet. I'm sorry to crush your hopes and dreams like this already. However, I'm very pleased to announce that we're getting some massive help on the development side. We are expanding the backend team (the nerd team) with not 1, not 2, but 3 new people! Please give a heart warming welcome to @MiniDigger, @MisterErwin and @Michael!
@MiniDigger will be helping me out create more Minecraft plugins. His first job will be something that you're all gonna love; guilds! It's not an easy plugin, but if he's joining the team it means that we can deliver this feature a lot sooner to you guys than originally expected. He already fixed 1 bug in less than 2 hours after I gave him first access, so I have good hopes there...
People who are active in our Discord server have already heard the news a few days ago, but we have not posted it here on our website yet. As you might have seen: the alpha has not launched yet. This is simply because we are still behind on schedule in terms of content. Backend (plugins) is roughly on schedule while frontend (buildings & terrain) are even ahead of schedule. The pre alpha has been delayed several times now and it won't be the last one. We apologize for this, but it's reality, and we can't make it any better. We are trying our hardest to get the pre alpha open as soon as possible, but we cannot launch an incomplete game. Our apologies for this.
Note that applications for the content team are still open. Please send some of your work to [email protected] as we are always looking to expand the team with high quality people.
When is the new deadline for the alpha? For the sake of letting this project run smoothly; there isn't one for a while. The...
As some of you might have already seen in our Discord server, we ran into a few critical issues in terms of plugins and configuration last weekend, causing somewhat delay again on development. On top of this, we are not yet happy with the amount of content we have. We deeply apologize, but we will have to delay the pre-alpha launch by another 2 weeks, putting the new deadline at March 16th.
We do not like the delays either; in fact, we hate delaying it, but we want to live up to the expectations of people and assure a certain level of quality that each and everyone of you deserves. Dyescape is becoming the worlds largest MC MMORPG ever created from the looks of it (in terms of map size, amount of planned content and plugin complexity), and we've only been in development for a good year. Compared to other, similar servers, that is blazingly fast and I am proud to have a dedicated team working hard on this project every day. In our Discord server, we have a highly active...
Due to some drawbacks we experienced last week, we got behind schedule slightly and we cannot get preperations done in the 16th of February. We apologize for this, but like we said in our previous delay, quality is everything for us. We will not release our server if it simply isn't ready yet. Rest assured, this delay isn't as extreme as the last one. The current delay is a delay of 2 weeks, and our new deadline is scheduled on March 2nd.
We are already working on expanding the team to speed up development. So far we have gotten several extra builders, a new content developer and another software developer. If you think you can be useful aspect to our team, don't hesitate to contact us.
We apologize again for the delay, but it is necesarry for us. We will try to release a new gameplay trailer around the 16th of February instead.
Just a friendly reminder that we are opening our pre-alpha on the 16th of February, 2018. The exact time is yet to be announced. Also a reminder that the pre-alpha is closed access only to those who have signed up and have been approved. Please create your own pre-alpha access request here.
What is it for:
We would also like to mention what the pre-alpha is, what it is for and what to expect from it. Dyescape is an enormous project, and development has lasted almost 2 years for some of us. This pre-alpha is to prepare for further development and continuation of the project. In the pre-alpha we want to show off some of our early must-have features and we need to test those for bugs and stability. It is also a time where we would request feedback from the community so we can actively adapt to it early on.
This also means that you sign up for the alpha with the intention of helping us out improving the...
It's that time of the year again: Christmas. Everyone from the team here wishes all of you a wonderful Christmas! Hopefully Santa has brought you everything you wished for.
As for a quick development update:
We are putting things together in terms of plugins, maps, buildings and content and we are taking great shape. We will be releasing a new trailer in the upcoming few weeks.
Due to certain drawbacks during development, we came to the conclusion that the planned deadline of December 18th is not within realistic reach. Dyescape has been in development for a long time, and we do not want to launch our server if it turns out to be a disappointment. We would rather spend some more time trying to improve, add or change a few features here and there. We apologize for this.
The current new pre-alpha deadline is set to friday, February 16th.
Apologies for the lack of updates lately. We're working hard to work towards an alpha release date. We are excited to announce that the Dyescape closed alpha is planned to go live on the 18th of December, 2017. We will in the meantime keep you updated with how our development is going. We will also create either an extensive forum post or a seperate webpage that explains what people can expect from the Dyescape alpha and how you can sign up for it.
Note that not every post regarding progress will be displayed as an announcement. We will be posting development updates in this forum section. Other people can post in this section too if they have questions, thoughts or opinions.
We will end this announcement with minor showcase of some terrain we've been working on, created by @Aekalix:
Hi all. We've made a public Discord server for people to join. In here you can have a talk with fellow community or staff members. The purpose of this Discord is to allow better communication with people interested in Dyescape in a more efficiënt manner as we can't write news posts about small things all the time. Feel free to join it to keep updated on development or to simply have a good time chatting with us. Join using this link.
PLEASE NOTE: Dyescape is still in development! There is no point in joining our Discord server merely to ask for the IP of our server.
Finally, our server has a cinematic trailer thanks to @S_Weel. It's a cinematic fly-by trailer of our world and some buildings in it. The world you see in the trailer is the alpha world. This will be the first world by Dyescape accessible when the alpha goes live. Once Dyescape has more gameplay specific builds such as dungeons, we will start creating development log video's. Untill then we hope you guys will appreciate this cinematic trailer. Thanks again, @S_Weel!
WHAT IS DYESCAPE?
Starting out as a simple survival network, Dyescape is now becoming a major upcoming MMORPG, fantasy & medieval themed Minecraft server. We will be featuring unique classes, custom items, quests, guilds, custom monsters, a great storyline and a massive, beautifull open world to explore. All Dyescape specific plugins are made by ourselves, meaning we can easily add features as the community wishes. We strive to bring the classic MMO feeling to Minecraft, meaning things as combat will be based off actual MMO games. We will start our hosting compaign in Europe. If we reach the playerbase and funding, we will expand to America.
As you can see, we have a new website. The reason we got this new website is because we desired more overall control over it. With our previous Enjin website, we couldn't manage users, we couldn't...