Long time no see Anywho, i'll skip right to what I'm thinking of here:
After 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.
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. I could go back in and modify it later to accept Lua scripts as well) for programs, spells, skills, ect.
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.
Avoid using Boolean values to keep the system more open to expansion.
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 DB program (possibly MySQL, or something else. UNdecided right now) to handle non-hard coded values.
Use a more or less modified traditional movement system, but with included upnorth, upsouth, ect. to make things like ramps more realistic.
Change 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 situations
An 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
In the theme of combat, a more flexable system of stances, styles, positions, and whatnot to also make combat a hopefully more flexable system.
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)
An 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.
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.
Thanks in advance for your feedback.
After 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.
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. I could go back in and modify it later to accept Lua scripts as well) for programs, spells, skills, ect.
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.
Avoid using Boolean values to keep the system more open to expansion.
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 DB program (possibly MySQL, or something else. UNdecided right now) to handle non-hard coded values.
Use a more or less modified traditional movement system, but with included upnorth, upsouth, ect. to make things like ramps more realistic.
Change 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 situations
An 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
In the theme of combat, a more flexable system of stances, styles, positions, and whatnot to also make combat a hopefully more flexable system.
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)
An 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.
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.
Thanks in advance for your feedback.