[DGD] DGD playability

Manzell Blakeley manzell at reaxion.org
Sat Jun 21 04:44:33 CEST 2008


Here's the game I have in mind:

-A persistent world between reboots. Obviously, core to DGD.
-Switchable bodies. I imagine that users log-in, and then connect to a
player body. the idea would be closer to "collaborative writing" than
"role-playing intensive mud". users might share characters, play multiple
characters, etc.
-Be able to freely mix hard-coded, static file rooms with "dynamically
generated" rooms. Rooms would be generated from some sort of map (yep,
endless deserts, forests, etc.) with the ability to replace the generic
description with custom descriptions. Eventually, player-buildable
roads/structures, etc.
-A working command finder. I used to code on a LPMud with a command finder.
we'd dump any player commands into a specified dir, and players could
execute them immediately - this includes commands like 'who' and 'finger'
and such along with character-specific commands like 'backstab' and creator
commands. This seemed like an easier way to keep code clean rather than into
some sort of "player command object"/"wizard object which
- An implementation of ED would be nice.

Any opinions of the best starting point? I'm pretty skilled at writing code
that supports features of the mud; but less so when it comes to driver-level
stuff, network connections, and so on, so I'm not really the ideal person to
write a mudlib; but I can do a bunch from a solid foundation.

thanks,
MRB

On Tue, Jun 17, 2008 at 3:03 PM, chris . <psych_mayo at hotmail.com> wrote:

>
> which features in dgd are you most eager to experiment with?
>
> The kernel library is optional if you dont mind having a non persistent
> mud.
> DGD without the kernel library is still a fierce beast.  Working without
> the
> kernel lib is easier, from a traditional lp programmer standpoint, were you
> to use
> Gurbalib.
> Due to upgrades made to dgd, gurbalib is no longer useful as is when it is
> run
> using a 1.2.x driver.  I have a version that corrects the parser, (and
> other bugs)
>  and runs correctly on 1.2.144.  If your interested mail me.
> The GurbaLibs parser is designed to resemble mudos's parser.
> This is good if you like to use bits and pieces from the openly available
> 'dead souls' lib,
> and 'lima' lib.
> From a builders perspective, gurba provides some good options to quickly
> build, and you can
> scavenge all the old mudos codelibs for ideas.
>
> Ive also been working towards making a modern, mudos style lib for dgd
> built on the kernel lib.
> That is my windfall project, which i ramble about from time to time.
>
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