[DGD] Solving a Persistence Problem - Puzzles and Quest Objects
David Jackson
atari_x at bellsouth.net
Mon Sep 6 21:15:00 CEST 2004
In working with the Gurba lib, I've made a secondary goal to port over some
of the classic adventure games, specifically the MIT Zork (Dungeon) and
Colossal Cave. In planning these ports, I realized a few of the biggest
problems in converting what is essentially a single-player game to a
multi-player platform.
Let me preface this by saying that this is -not- an argument against DGD or
persistency; merely, I have run into some technical issues, and I bring
these issues here because I am certain that some of you have come up with
some elegant solutions.
1) Puzzles have to be reset. In a non-persistent mud (MudOS, LPMud), this
is generally not a problem. Rooms reset themselves, and when they do, the
puzzles reset. This is not the case with a persistent driver (DGD).
2) Quest items/treasures have to be replaced. This usually occurs during
room resets. Again, there are no room resets in DGD.
My first solution is; once a quest item is picked up, it is automatically
cloned and placed into the environment in which it was found, but now the
new quest item is invisible to the person who picked it up. I don't really
like this solution, and it certainly doesn't address the problem of
puzzles. How do I make an object that, when picked up, it clones itself,
and makes itself invisible, and the original remains visible to the person
who picked it up?
My second solution was to invent a room reset feature for rooms that may
contain puzzles or quest items. These resets would reset the puzzle, or
replace the taken quest/treasure item. This seems like the most reasonable
solution, but I am hopeful that there is a better one, because it doesn't
keep the player from repeatedly getting the score for the same
quest/treasure items over and over again.
My over-all goal is to provide a mechanism so that every person who plays
through a particular area, can play through that area once, but if he
should return, then that area will not yield useful quest/treasure
items. Which brings up a very important issue, in fact, a catch-22;
Unless there is an enormous amount of content to be had, certain quests
have to be designed so that they can be repeated, over and over again.
The average playing time for the MIT Zork (Dungeon) area is 1 to 3 months
(2 to 4 if not played obsessively).
The average playing time for the Adventure / Colossal Cave area is 1 to 3
months (2 to 4 if not played obsessively).
That's a total of 2-6 months playing time - which doesn't seem like a lot
to me - before new content would have to be introduced.
Any thoughts, ideas, solutions, etc., would be greatly appreciated...
David Jackson
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