SYNA Industries Employee
As a full-time employee of SYNA Industries, Developers are expected to work at least 40 hours per week. The hours are flexible, although Developers are generally put on teams from similar time-zones. Every Developer has a
Manager whom they report to and receive assignments from. Managers can monitor their subordinate's activity logs to ensure they are doing productive work. Many Managers have different expectations — some may be casual whereas others are strict.
Time spent "playing" (or relaxing) on the server is not supposed to count towards a Developer's work hours. Developers who wish to enjoy the game normally are encouraged to do so unpaid during their off hours.
Developers with poor or disruptive performance records can be fired by their Manager. It is extremely important for Developers to satisfy their Manager's wishes if they wish to keep their job or seek promotion in the future.
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Server Objectives
The server is a brainless and soulless entity that has two objectives:
- Simulate Earth as realistically as possible.
- Attempt to comply with the written instructions provided by Developers.
The server has no ulterior motives or objectives. It favors neither faction and has no personality or ego. It is not possible to talk or converse with the server.
The server is not human, so it has limited comprehension of cultural references about the real world. While it is capable of searching the Internet for basic facts (e.g. "What is a chicken?"), it is prone to interpreting instructions
literally.
Realistic Simulation Core
The server simulates the laws of Earth. Grass grows, atoms exist, and chickens reproduce. Very loosely speaking, everything true about Earth is also true in the virtual world.
However,
physics is not absolute.
The server is at liberty to alter, modify, or even disable physics in order to comply with the the Developer wishes. Generally speaking, Developer instructions override any realism or physics that is present by default. For example, if a Developer writes "There are floating islands", the server will attempt to convert the command into virtual reality in any way that it sees fit.
Written English Instructions
Developers interact with the server by providing instructions in
plain English. The server is capable of comprehending English and will try its best to execute the commands that it is given.
Essentially, there are
Server Consoles located in the
Developer Lab that Developers can use to type commands to the server. The
Database is a record all all prior commands that the server received.
Files
For organizational purposes, each instruction fed to the server is called a
File. A file is a digital document that is read and interpreted by the server.
Templates
A
Template is a file that describes a certain type of object. For example, a 「Tree」 template might include all of the Developer's specifications about trees.
Whenever the server makes a new tree (i.e. when a new tree is born), it will attempt to create the tree so that it is consistent with the most recent template.
Changes to templates only affect
future objects. Existing objects are not affected by new template changes, meaning they will continue to operate with their old template/codex at the time of their creation. This means that out-of-date objects may be lying around the server whenever there is a new update.
Codexes
A
Codex is a file that describes how a living thing behaves. All artificial souls (and monsters) have a codex that govern their behavior. A codex is continually
evolving (since true personalities are not static), meaning an NPC codex can accumulate changes as they age. Extreme changes can manifest as a bug.
Many templates include a default Codex that is applied at the time of an object's creation. A codex is stored with the individual and isolated from the server, so physical in-person access is required to edit an NPC or monster's codex.
Small edits to an NPC's codex (<1 sentence) can be performed on the field. However, for more extensive modifications, the NPC should be brought back to the Developer Lab for reprogramming.
About Bugs
Codex Bugs
The most common type of bug on PROJECT09 is a
Codex Bug. A Codex Bug is defined as the situation when an NPC/Monster behaves differently than they were intended to at their time of creation.
Codex Bugs are especially common with older NPCs/Monsters that have existed for an extended period of time. Vibrant and unusual experiences often accelerate the development of codex bugs. Since Codexes naturally accumulate changes over time, bugs are often inevitable. This is exacerbated by the fact that vaguely written codexes often include loopholes.
Mild changes in behavior are often tolerated by Developers as long as they are not glaringly disruptive or threaten the viability of the game.
It is possible for deviously-minded NPCs to spark codex bugs in other monsters or NPCs. Similar to how dogs can be "trained", it is possible for an NPC to "train" monsters or peers to develop unusual behavior. Exposing subjects to shocking, traumatic, and unusual experiences greatly increases the likelihood that something will develop a bug.
Loophole Bugs
Loophole Bugs arise from an oversight in programming. When the server misunderstands the intent of of a Developer and interprets it in some other fashion, this is a Loophole Bug.
Loophole Bugs are only discovered, not created. NPCs cannot create Loophole Bugs, although they can experiment extensively in attempt to find them. Loophole Bugs are most common when two unexpected things are put together — such as trying to use a healing potion on shattered glass.