[DGD] Game Design: Character Names

Raymond Jennings shentino at gmail.com
Fri Apr 26 19:54:27 CEST 2013


You may try handling it the                             ,d  cfmcxxxxxcv


On Fri, Apr 26, 2013 at 9:43 AM, Noah Gibbs <noah_gibbs at yahoo.com> wrote:

> You could also use an internally-unique synthetic ID for characters (think
> of a database row ID), and then handle names however you want.
>
> I suspect that's what's done most often in, say, MMOs, which almost
> certainly track this stuff in a SQL database of some kind.
>
>
> ________________________________
>  From: Blain <blain20 at gmail.com>
> To: All about DGD and Hydra <dgd at dworkin.nl>
> Sent: Friday, April 26, 2013 9:38 AM
> Subject: [DGD] Game Design: Character Names
>
>
> I've been debating on whether or not to allow a player to create a
> character of a name which may not be unique.  This ties into mudlib design
> because the lib needs to track characters a bit differently if they can be
> non-unique.  The character name would  be unique for that specific player
> account, however.
>
> One method of handling this would be to identity a given character by an
> internal 'system_identity', which is comprised of "name!account", where
> account is the player's e-mail address or a custom login id which can
> include numbers and must be unique.  The player's entire account would be
> stored under a directory named for this account id, be it a userid or
> e-mail.  I think I prefer using a userid so that a player can change e-mail
> addresses at will without my lib having to rename the directory as often.
> The userid could also be changed, but would likely be changed far less
> often than an e-mail address.  This concatenated system id would have to be
> used for such functions as find_user/player/body/character/whatever().
>
> To differentiate between characters in the game itself, players would know
> others by their first and "last" names, with the style of a given last name
> based on the culture of that character.  Some characters may use the town
> they're from as a last name; some may use their father's name; some may use
> a descriptor (tall, bald, etc.)  Also, players would probably not see the
> names of other players until introduced or learned some other way.  A
> player will likely be able to choose how they introduce themselves to
> others, and perhaps even differ this based on the culture of the one they
> are introducing themselves to.
>
> --Blain
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