[DGD] DGD playability

Noah Gibbs noah_gibbs at yahoo.com
Sat Jun 21 04:57:25 CEST 2008


  I don't know of any MUDlib that makes it easy to mix in dynamically-generated rooms.  Phantasmal was building in that direction, but given your description of your skillset it probably isn't what you want.  I'm not sure what other MUDlib (DGD or otherwise) would be.

--- On Fri, 6/20/08, Manzell Blakeley <manzell at reaxion.org> wrote:

> From: Manzell Blakeley <manzell at reaxion.org>
> Subject: Re: [DGD] DGD playability
> To: "All about Dworkin's Game Driver" <dgd at dworkin.nl>
> Date: Friday, June 20, 2008, 7:44 PM
> 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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