[DGD] Persistance

Robert Forshaw iouswuoibev at hotmail.com
Thu Jan 8 00:05:04 CET 2004


>From: Par Winzell <zell at skotos.net>
>It's almost impossible to convey the experience of running a truly 
>persistent Mud to somebody who has never done it. So many assumptions 
>disappear. The way objects are created, areas designed, everything changes.

Specifically what changes?

>
>In traditional LPMud, virtually everything is an initialization script, 
>like the create() function in your example. Half the code in a wizard's 
>directory is startup code. In a persistent world, rather than write a lot 
>of startup code, you tend to write behaviour code, and configure objects.

I don't appreciate what you're saying (you did say it would be difficult :),
as I understand it setting attributes to an object is part of configuring
its behaviour? What exactly do you mean by 'behaviour code' ?

>
>Most code in a traditional LPMud isn't real code, it's just a cumbersome 
>configuration (set_this and set_that) technique. That pretty much goes away 
>in a persistent game.

How so? You still need to set attributes on an object, do you not?
How does persistance change this?

>The cumulative effect is that if you design your mudlib to be fully 
>persistent from scratch, you will find yourself making subtly different 
>decisions on pretty much every single design question that comes up, and 
>you end up with something drastically different than LPMud.

That much I understood, but I'm not sure what you are refering
to specifically...

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