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978: Re: [MUD-Dev] Flexible, Modular Server Design
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From: "Chris Gray" <cg@ami-cg.GraySage.Edmonton.AB.CA>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 28 Jun 97 16:29:50 MST
Organization: Kanga.Nu
[Brandon C:]
: My problem is, that if I was to design say, a Sci-Fi game, game systems
:and posibly part of the game server would be different than if it was a
:Fantasy game. Especially if the game server itself is made into
:simplifications or approximations of the genre. On the other hand, if the
:game server is made to be fully modifiable, through user objects, you have
:the possibility to create the different genres, but at the same time it
:requires a great deal of time and effort to create each game. If maybe,
:the game sever was designed with easy modifiability in mind, and had a
:world base event handling and object handling that would fit most genres
:nicely (less simplification), then it would make sense to have decent
:support creation of new game systems (skills, objects, combat, armor,
:etc). In a sense it is a hybrid of some of the current game systems out
:there, but also in itself a new design approach to the whole thing.
: I am interested in input and ideas on this, and possibly people that
:would want to design a server of this type.
Isn't that pretty much what the newer LP mudlibs try to do?
I've tried to do that too - if you source the first directory-full of
stuff in my scenario, you end up with a lot of basic commands and
utilities, but no rooms or objects (well, the "Arrivals Room"). Combat
comes from another directory, the main scenario from a third, the
"Proving Grounds" area from a forth, and the on-line building stuff
from a fifth.
This kind of basic organization seems pretty straightforward, and I
would be surprised to see a general programmable server that *didn't*
set up the scenario/library that way.
--
Chris Gray cg@ami-cg.GraySage.Edmonton.AB.CA