[DGD] Solving a Persistence Problem - Puzzles and Quest Objects
Michael McKiel
crashnbrn71 at yahoo.ca
Tue Sep 7 11:03:03 CEST 2004
--- David Jackson <atari_x at bellsouth.net> wrote:
>
> 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
>
>
Flag the puzzle or the player, so that each player can only do said
quest/puzzle once.
Give the puzzle a reset-time so that multiple people can't be doing the
puzzle at the same time.
Thus allowing anyone to do the puzzle but no 2 people at the same time, and
no one person twice.
Perhaps?
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