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<H1>Re: [MUD-Dev] Flexible, Modular Server Design</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Flexible, Modular Server Design</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Sat, 28 Jun 97 16:29:50 MST</LI>
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<PRE>
[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

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="01579" HREF="msg01579.html">Re: [MUD-Dev] Another Approach (was: Integrating PK)</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 29 Jun 1997, 09:17 GMT
<UL>
<LI><strong><A NAME="01581" HREF="msg01581.html">Re: [MUD-Dev] Another Approach (was: Integrating PK)</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 29 Jun 1997, 13:20 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01572" HREF="msg01572.html">[MUD-Dev] Flexible, Modular Server Design</A></strong>, 
Brandon Cline <a href="mailto:brandon#merlin,sedona.net">brandon#merlin,sedona.net</a>, Sat 28 Jun 1997, 16:11 GMT
<UL>
<LI><strong><A NAME="01577" HREF="msg01577.html">Re: [MUD-Dev] Flexible, Modular Server Design</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 29 Jun 1997, 04:16 GMT
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</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01580" HREF="msg01580.html">Re: [MUD-Dev] Flexible, Modular Server Design</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 29 Jun 1997, 13:03 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01568" HREF="msg01568.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 28 Jun 1997, 12:07 GMT
<UL>
<LI><strong><A NAME="01582" HREF="msg01582.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 29 Jun 1997, 17:42 GMT
<UL>
<LI><strong><A NAME="01583" HREF="msg01583.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 29 Jun 1997, 18:41 GMT
<UL>
<LI><strong><A NAME="01603" HREF="msg01603.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Tue 01 Jul 1997, 02:22 GMT
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