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I'll keep that in mind.Īs for using a modular design, my thoughts were that, say something was coded into combat (I've known of a MUD this happened on), and when a skill is used, it crashed. You have a point as far as the Lua scripting is concerned. Of course, if you're doing it to have fun, then by all means, go ahead! :) But keep in mind the scale of the problem.
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The networking code, for example, is about 99% my own at this point.
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That's what I've been doing with my copy of SMAUG gradually replacing more and more chunks of it. (Again, a lot of that is my fault for not having enough time, but still, it should give you an idea of how hard this is.)Īlso do not forget that SMAUG was written by more than 10 programmers over several years.Īll this to say that you should think hard about whether a new codebase is necessary, or if you could tweak something else to make it better, or at least change it slowly over time. For the past year or so, we've been working exclusively on game design, and we're not done yet. Oh, sure, we've written several skeletons and prototypes, but every time we realized that we were coding too early, without having a clear picture of what exactly we were trying to do. But what you should know is that despite having worked on it for a while now (despite various setbacks relating primarily to me not having enough time) we haven't really written definitive code. You might or might not know that Nick and I have been collaborating with some others on a new codebase, BabbleMUD. Think very, very hard about your game design, or at least, your universe of possible game designs. Certainly, you can leave some factors open, but your choices will have effects that you might not predict at first glance. Your codebase determines the basic physics (fundamental entities, if you will) of the possible game designs. Don't bother trying to make a codebase without having a game design: that's just not possible.
#Activeperl 5.8.4.810 code
Don't forget that you'll need a game design to code towards. I'm not sure what the search system would do? Searching what for what?Īnd now for a general thought, I would think hard about what you're doing and why you think a new codebase is necessary. to help with player information management, and also possibly a source of income.Journal, books, etc. That covers what I've got in mind at the moment, and as soon as things calm down around here, I'd like to have some feedback from MUD coding vets on these ideas and any possible enhancements that could be thought of.Īn in-mud search system, coupled with a personal diary/journal, books, ect. to help with player information management, and also possibly a source of income. Some MAJOR command enhancements (fewer commands, but with added arguments to keep the same usefulness, but without a massive list of commands to try and search through)Īn in-mud search system, coupled with a personal diary/journal, books, ect. In the theme of combat, a more flexable system of stances, styles, positions, and whatnot to also make combat a hopefully more flexable system. to make things like ramps more realistic.Ĭhange the combat system to allow for a more open style, and using an in-room X,Y,Z coord system to allow for some interesting combat situationsĪn in-MUD trigger system to help simplify (nothing that you can bot off of, but something to make lif a bit easier) things like combat and basic survival Use a more or less modified traditional movement system, but with included upnorth, upsouth, ect. UNdecided right now) to handle non-hard coded values. Use a DB program (possibly MySQL, or something else. Try to do the coding in C++ to hopefully shorten the length of the code, and maybe help optimize the system to decrease overhead and keep the same useability. Use a modular design, so if, say, the handler for movement and combat crash, the entire MUD won't die, and you can still talk, similar to the Linux design.Īvoid using Boolean values to keep the system more open to expansion. I could go back in and modify it later to accept Lua scripts as well) for programs, spells, skills, ect. I'm thinking of using Python/Perl/Ruby (one of the three) sripting (maybe not as grand as Lua, but it would be a start, and people already know python, so there is part of the learning curve out of the way.
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Long time no see Anywho, i'll skip right to what I'm thinking of here:Īfter fighting with Smaug for awhile, I've decided that I want to start over from scratch (maybe base it on TinyMUD to get the very basics out of the way), and also try a new design that came to me awhile back.