Official Mys v1.4.0 Ideas & Suggestions Thread

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Some people lie though when they upload their avatar.

You still need a moderation system.

For example, having a new permission. Like "Can user have avatar?"
If set to yes, they can have an avatar, if set to no, they've been banned from having an avatar due to misusing the feature.

Gotta say I like this idea, one great feature I'm going to implement for Mys v1.4.0 is the new ACP that is much more customizable than the previous versions. You should be able to give or remove permissions for users to do all sort of things.
 
Thank you, and that's really good.

I really look forward to the new version of the script.

I am a bit worried though. How different will the code be from the last version?

Will it be hard to upgrade our sites?

Or at least easy to update the database? Files can easily be remade.
But databases, I don't want to do a clean wipe and have my users (When I open), loose their pets
 
The code will be essentially a completely overhaul, it will use a full-fledged MVC/ORM architecture. Upgrading a highly customized site is pretty much impossible, but its pretty much the same story with earlier versions. Theres a chance that database can be updated, it will need some work but will be much easier than editing script files from Mys v1.3.x to work with Mys v1.4.0.

Oh come to think about that, the very first new feature for Mys v1.4.0 has been implemented. It is not a big feature like Stats system, Clan Group and new ACP, but some of you may find it useful. Mys v1.4.0 will support multiple SQL databases instead of just MySQL, while having PDO enabled is no longer a hard requirement(you can use MySQLi, SQLite3 and other DAO API). The supported database systems are: MySQL, PostgreSQL, SQLite, OCI8, and Microsoft SQL Server(if you run windows hosting environment).
 
Yea, it's always hard to upgrade customized websites. Like from phpbb2 to phpbb3. But you can keep all the posts and user data.

I just want to be able to keep all the pets, user data, and so fourth. I will upgrade all my custom codes myself. So my site will start off as a v1, and then finally released on 1.4.0 as v2, and so fourth. Because I can't wait to release my site after 1.4.0 is released, I already have the artist working on art XD

As for the support of multiple databases, I really like this idea. I've seen mention mention it on the virtual pet list. Is this idea, to help keep the site running? Like if one database crashes, it still has access to another database? I'll have to research this concept.
 
I don't know if this is even possible, but I'd really like a tweak to the breeding system. Specifically, a genderless system where the pets don't have a gender and any pet can breed with any pet (unless there's a species restriction or something). I have the feeling that might not be easy with the way the code is currently, but I'm not a programmer so I figured I might as well ask.

Edit: Also, you've been mentioning a lot of features I'm not sure would fit my site (stats, etc.). Will these be mostly optional?

And adding to the Avatar Suggestions, can we have a bunch of avatars for the users to choose from instead of uploading their own? That'd make sure the site was safe for kids.
 
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Maybe a start on a basic exploration feature, for example, "You are here, would you like to search for animals" and then let us configure a chance of finding one". Also an energy system so they can only explore so many times per day.

Maybe also give an incentive to where you get a double chance of alternate animal.
IDK it would really make the site interactive.

Another feature that would be cool is a battle system. It would tie in stats and the adventure system really well.
 
Maybe in the message system an ability to retain the previous message? Like how if you respond to an e-mail it'll say "RE: Message Topic" and have the original message above or below where you can type?

Or a global way to let users know about updates. Example: Gaia Online's Announcements bubbles.

Another suggestion is being rewarded with random items or currency from clicking on the site's actual pages; not an actual exploration page, but just giving users a small reward for actually using the site.

Item requirements for specific adoptables? Such as you want to adopt a cow but you need the item "Carrot" or "Hay" in your inventory. Multiple items can get you the adopt but you only need 1. Have an option when creating the adopt that says either XX currency or item is required. You could implement them both at the same time if you wanted.

I do really like the idea Tequila had with the treasure chests. If there was a way to have a code that grants specific items for specific images, that'd be even better but I think that would be considered a mod, right?

These are the only things I can think of at the moment.
 
Those are good suggestions Nya. I do have a plan for global announcement, which can be set through ACP. Item requirement for specific adoptables can be a good idea too, I will consider. For treasure chests, yeah its most likely to be a mod if it ever comes out. Actually with the itemdrop mod you can achieve something similar to this, but with some minor modifications.
 
Oh yeah, using the item drop mod would work, wouldn't it... Now if only I could figure out how to make an individual drop rate for each item... xD;;;
 
Would you be willing to make the top links (Adoptables, User CP, Explore, Community) link to a Site Map instead of /index? I made my own right here. It would accommodate touch-screen users.
(I used a table instead of a list because generally screens are wider than they are long.)
 
Can I suggest doxygen-style comments for the classes and functions? Doxygen automatically generates a wiki thing (.html) with information on all classes and functions from just comments, making it easier in my opinion for us to search for stuff. I know it kinda sucks to comment everything, but since you will be changing the code a lot and since some of the older functions and core classes are already commented, I thought I'd suggest doxygen-style comments: http://www.doxygen.nl/docblocks.html

The generated .html pages look awesome:

http://i.imgur.com/xwg2V9c.png (example of a function description (detailed) - it has the call graph and the caller graph!)

http://i.imgur.com/O8nIDdC.png (example of a class list, it shows undetailed member functions with the details at the end of the page - it has a search function! it also shows class hierarchy, files, etc!)
 
Thats a good suggestion IntoRain. And yes I've been working on the documentation system as well, it will be similar to JavaDoc style. By the time the new version is about to be released I will generate the documentation so you all can read and see how to use the classes. Some complex class methods may even get their own examples on how to use effectively.
 
Thats a good suggestion IntoRain. And yes I've been working on the documentation system as well, it will be similar to JavaDoc style. By the time the new version is about to be released I will generate the documentation so you all can read and see how to use the classes. Some complex class methods may even get their own examples on how to use effectively.

Can't wait!

(Is there a projected release data for v1.4? We're a few months out still, but just curious. :happyc:)
 
I do not have a projected release date yet, but the time period should be around summer. I'm currently working on the model/domain layer of the application, aka new database and model design and object-relational mapping. Perhaps I should post a thread indicating the progress of the new version and update it whenever something happens?
 
I do not have a projected release date yet, but the time period should be around summer. I'm currently working on the model/domain layer of the application, aka new database and model design and object-relational mapping. Perhaps I should post a thread indicating the progress of the new version and update it whenever something happens?
That would be perfect, thanks!
 
Thats a good suggestion IntoRain. And yes I've been working on the documentation system as well, it will be similar to JavaDoc style. By the time the new version is about to be released I will generate the documentation so you all can read and see how to use the classes. Some complex class methods may even get their own examples on how to use effectively.

Thank you so much! That sounds pretty neat!
 
You are very welcome. For now I can update you guys/gals on some information on Mys v1.4.0, its not anything like an official update but should give you some clues on what will become of the project.

-- It will support the following database systems: MySQL, PostgreSQL, Sqlite3, OCI8 and MSSQL, though MySQL is highly recommended.
-- It will have around 70-80+ database tables(60+ data tables and 10-20 settings tables), thus doubling the number from Mys v1.3.4.
-- It will have an improved friend system, users can set privacy options to make certain part of their profile or other properties to be viewed only by friends.
-- It will have an ignore system, similar to the friend-system. If you get tired of some users pestering you with messages or trade offers, it will come in handy.
-- It will feature a moderation system in which you can selectively approve/disapprove actions by certain users.
-- It will come with a pseudo-cronjob system that runs scheduled tasks. You can create cron job scripts and link them in ACP to enable scheduled events.
-- It will feature an improved plugin/hook system, making true addon scripts possible rather than mods that require editing core script files.
-- It will offer internationalization support, although only English is available for the official package.


If you find any of the above updates interesting or confusing, please let me know and I dont mind explaining them in details. I'm currently working on the model layer(aka the domain/business and infrastructure layers) of the new script, things are shaping up nicely for now.
 
Thanks for the update! How would 'true addon scripts' be created? I'm worried there's gonna be a massive learning curve.
 
A true addon script is a hook/plugin event like script that does not require modification of core script files. This way its very easy to install, all you have to do is to upload the plugin files and install it through ACP(you can manage all plugins/mods through ACP with Mys v1.4.0). It will make lives easier for non-coders, and moreover the plugin is most likely to be effective even after you upgrade to a newer version of the script.

The way it works is that the script keeps track of a list of plugins at a certain location, they are saved as collection of event-like objects(or callback objects) that are executed before or after a certain point in program flow. One example of such 'plugin-point' is before/after loading data from database. A plugin would possibly modify the SQL query so if you add a new column to a database table, this column will be loaded and later saved properly. Without a plugin/hook system, you have to edit the query in the core script file, and this change will not last once you upgrade your site.

It should have a learning curve for those of you not familiar with OOP and how design patterns like observer/event works, but it should not be a massive learning curve. I will provide guidelines for creating plugins once the system is complete, so it will not give you too much headache.
 
That's wonderful! I think this would be amazing. If you feel like explaining it now (you don't have to!)...would it be like taking current mods and copy-pasting the code into the new format? How much do you think we'd need to modify the mods?
 

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