[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...
_________________________________________________________________
Express yourself with cool new emoticons http://www.msn.co.uk/specials/myemo
_________________________________________________________________
List config page: http://list.imaginary.com/mailman/listinfo/dgd
More information about the DGD
mailing list