[DGD] Persistance
David Jackson
araborn at home.com
Fri Dec 28 22:31:25 CET 2001
On Friday 28 December 2001 14:03, you wrote:
> On Fri, 28 Dec 2001, David Jackson wrote:
> > For Mystic Visions, I have outlined a plan that allows players of a
> > certain level to "purchase" dungeons/keeps/castles --- in effect, they
> > become the "dungeon master".
>
> Why do they do this? For sake of ownership? Or do other players
> adventure in the areas these players create? Is there some tie
> to further advancement in the game that one must create an area
> of a certain size or popularity? (I have been toying with ideas
> along those lines.)
>
The whole goal is to create additional areas for the players to explore, and
to have adventures in. Well-designed and well-thought out areas will be more
popular, and the whole thing would have a rating system (how many players
have died in this dungeon, the monetary value of treasure brought out, how
much experience was earned, etc.).
The "dungeon masters" would compete amongst themselves, and take money and
objects -out- of the existing player economy to build these dungeons.
> > They "dig" the start room - a temporary room is created. Through the dig
> > interface, they can set the short, the long, climate, temperature, add
> > monsters/NPCs, add treasures, and even add trapped chests containing
> > treasures.
>
> Some checking for theme consistency will be necessary here,
> and perhaps rather time-consuming. Does the character have to
> pay to make changes if the first set are rejected by the wizards
> as being out of theme? It would encourage people to do it right
> the first time but could lead to ill will.
>
Purchasing the room costs a certain amount. But, describing the room does
not. Placing items does not cost - but buying the items to place does.
Quality-assurance would be a trivial task, in that it's just a quick
walk-through to make sure the basics are covered. As the dungeon masters
will be competitive - better areas will get more players. Bad areas won't
get repeat visits. Eventually, unvisited dungeons will be shut down.
> > Thoughts?
>
> Have you considered doing this using virtual objects instead
> of files? With MudOS, I had implemented a version of this that
> permitted room creation (I didn't get to object placing) and
> found that virtual objects were a better way to go. Of course,
> you would need to interface with DGD's virtual object hook.
>
That is a much better way to accomplish the task, if DGD's persistency will
handle virtual objects elegantly.
> Would you allow a player to connect two existing rooms? If
> you want a player to be able to make a street network, for
> instance, that is necessary, to be able to open an exit
> between two existing rooms. It is rather difficult to do
> with file writing, substantially easier with virtual rooms.
>
> Steve
You are correct, and yes, players would be able to connect existing rooms.
In fact, I'm hoping that their dungeons will be huge, sprawling affairs.
I will have to investigate virtual objects. I assume that virtual objects
are objects that are created in memory, but written to disk.
David
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