The Dawn of Time Codebase is an excellent choice for those wishing to move from another codebase, moving to a different codebase for many implementors of running muds is
often an unthinkable option.
DoT Makes it relatively easy certainly when coming from another Merc Deriv :-
The Area importer is second to none , and includes an easily customisable section to handle any special flags you may have added .
Mapping of wear locations/slots
Vnum Mapping.
The default setup of DOT allows for 2billion vnums as against most Merc Derivs 32k.
Ah now I hear you all yell gamebalance , the stats are all different !!
well thats covered as well, DOT has an autobalance feature that alows you to create a default curve for all the mob values.
There is an option (currently experimental but works well for us) that alows you to modify the damage scale for player characters,
..
To give you some idea, our mud Stormbringer has now been open running three different codebases, two of them heavily modified (including an unlimited bit system) we have sucessfully moved over to the DOT codebase and incorporated areas from the 2 previous codebases, and achieved what I think is a relativley good gamebalance. When you consider the there are nearly 10k rooms and over 5k mobs aprx 2k unique, it says something about the versatility of DOT.
One of the other points to note is the colour templates and schemes built in. It was extremely easy to recreate the look and feel that our players were used to.
As far as coding is concerned, anyone relatively familiar with a Merc Deriv should be able to find their way around,
The quality of the code its self is the best I have come across, the style is consistant and well commented, that alone makes this a great choice.
Balo.
Implementor Stormbringer RB
telnet:// stormbringer.sytes.net:4000
http://www.stormbringer.sytes.net
often an unthinkable option.
DoT Makes it relatively easy certainly when coming from another Merc Deriv :-
The Area importer is second to none , and includes an easily customisable section to handle any special flags you may have added .
Mapping of wear locations/slots
Vnum Mapping.
The default setup of DOT allows for 2billion vnums as against most Merc Derivs 32k.
Ah now I hear you all yell gamebalance , the stats are all different !!
well thats covered as well, DOT has an autobalance feature that alows you to create a default curve for all the mob values.
There is an option (currently experimental but works well for us) that alows you to modify the damage scale for player characters,
..
To give you some idea, our mud Stormbringer has now been open running three different codebases, two of them heavily modified (including an unlimited bit system) we have sucessfully moved over to the DOT codebase and incorporated areas from the 2 previous codebases, and achieved what I think is a relativley good gamebalance. When you consider the there are nearly 10k rooms and over 5k mobs aprx 2k unique, it says something about the versatility of DOT.
One of the other points to note is the colour templates and schemes built in. It was extremely easy to recreate the look and feel that our players were used to.
As far as coding is concerned, anyone relatively familiar with a Merc Deriv should be able to find their way around,
The quality of the code its self is the best I have come across, the style is consistant and well commented, that alone makes this a great choice.
Balo.
Implementor Stormbringer RB
telnet:// stormbringer.sytes.net:4000
http://www.stormbringer.sytes.net