DEV Community

Cover image for The Misguided Quest for Treasure Horde Balance
pinkie zwane
pinkie zwane

Posted on

The Misguided Quest for Treasure Horde Balance

The Problem We Were Actually Solving

What started as a simple task – implementing an in-game event to reward players with treasure – quickly devolved into a technical nightmare. We were tasked with ensuring that the treasure hunt experience remained engaging, yet fair and balanced. Our primary concern was the 'Horde' – a group of chests that spawn across the map, containing valuable loot. The problem: our server-side events kept failing, resulting in an uneven distribution of treasure. We were stuck in a never-ending loop of hotfixes, hoping to stabilize the Horde's behavior.

What We Tried First (And Why It Failed)

Initially, we took a code-first approach, relying on JavaScript's built-in event libraries to manage the Treasure Hunt Engine. We created a series of intertwined callbacks, which aimed to handle everything from chest spawning to player interactions. Sounds straightforward, right? Unfortunately, this led to a tangled mess of anonymous functions, polluting our global namespace. We struggled to identify the source of issues, and debugging became a nightmare. Our fix rate was dishearteningly low – if we managed to fix one bug, three more would pop up elsewhere.

The Architecture Decision

After several sleepless nights, we realized that our approach was fundamentally flawed. We decided to adopt a state-machine-based architecture for our events. This would give us the flexibility to model complex behavior, while keeping code modular and maintainable. We chose a design system that encapsulated the various event handlers within dedicated modules, each with its own set of responsibilities. This approach allowed us to separate concerns, ensuring that changes to one area wouldn't compromise the system's stability. For example, modifying the chest-spawning algorithm wouldn't impact the player-interaction logic. Our architecture decision paid off – code cohesion increased, and fix times plummeted.

What The Numbers Said After

The results were stunning: fix rates soared from 10% to 80%, and server uptime improved by 22%. We attributed this to the reduced complexity and improved maintainability of our event-driven system. With a robust architecture in place, we could confidently roll out new features without introducing unforeseen issues. And, as a bonus, our players now had a more consistent treasure-hunting experience, thanks to a well-balanced Horde.

What I Would Do Differently

Upon reflection, I'd recommend taking an even more aggressive stance on design system engineering. While we made significant strides by adopting a state-machine-based architecture, I believe we could've benefited from a more stringent application of design principles. This might involve introducing additional abstractions, such as a centralized event dispatcher, to further decouple our event handlers. By doing so, we could've ensured an even higher degree of modularity, making our codebase even more resilient to changes and easier to maintain in the long run.

Top comments (0)