<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Flexible, Modular Server Design --> <!--X-From-R13: ptNnzv-pt.UenlEntr.Sqzbagba.OP.QO (Quevf Uenl) --> <!--X-Date: from scipio.globecomm.net [207.51.48.12] by in4.ibm.net id 867564222.55670-1 Sun Jun 29 06:03:42 1997 CUT --> <!--X-Message-Id: 9706282329.86zx@ami-cg.GraySage.Edmonton.AB.CA --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Flexible, Modular Server Design</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01579.html">Previous</a> | <a href="msg01581.html">Next</a> ] Thread: [ <a href="msg01577.html">Previous</a> | <a href="msg01568.html">Next</a> ] Index: [ <A HREF="author.html#01580">Author</A> | <A HREF="#01580">Date</A> | <A HREF="thread.html#01580">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Flexible, Modular Server Design</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <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> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <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 </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01579.html">Re: [MUD-Dev] Another Approach (was: Integrating PK)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01581.html">Re: [MUD-Dev] Another Approach (was: Integrating PK)</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01577.html">Re: [MUD-Dev] Flexible, Modular Server Design</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01568.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01580"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01580"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <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 </LI> </UL> <UL> <li><Possible follow-up(s)><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 </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>