[DGD] Nested zones
Raymond Jennings
shentino at gmail.com
Tue Nov 3 05:36:42 CET 2015
This: http://www.skotos.net/articles/TTnT_54.shtml
On Mon, Nov 2, 2015 at 1:08 PM, Kent Mein Jr <mein at umn.edu> wrote:
> I don't know what TTnT is so I can't look at the document. :)
>
> Having said that, a few uses I see two basic uses for zones:
> permissions, keeping track of who is responsible for what code and more of
> a developers side of things based on organization.
> The other side is programming in effects:
> Wandering monsters and limiting them to a certain area, objects that only
> function under certain conditions etc...
>
> Over all I say keep it simple.
>
> For the first block of things I say no need. Use directory structure and
> if you want to get complicated make it so you can assign multiple people in
> a "zone". I think this is a lot more important if you are talking about
> larger numbers of people but for most cases I would say you should keep it
> simple and not worry about trying to over engineer it.
>
> For the second case I think it's nice to allow rooms/objects to be able to
> be a member of mutiple zone's, but then you need to do some documentation
> for what zones people should use. "underground", "outside", "inside",
> "spacebase1" and provide some guidance on how to use them.
> In this case just treat the "zones" as an array in each object.
>
> Kent
>
>
>
> On Mon, Nov 2, 2015 at 2:48 PM, Raymond Jennings <shentino at gmail.com>
> wrote:
>
> > Hey, just flitting my eyes over the TTnT article about Zones, having some
> > thought about phantasmal's own implementation, and musing a bit over how
> my
> > test world is structured.
> >
> > Is there any thought about having zones in a game/mud be nested?
> Perhaps,
> > a grand zone (continent), another grand zone (ocean), might each have
> > sub-zones, like countries or chains of islands?
> >
> > Does it make much sense for a zone to be split up into subzones that
> > individually have their diffrences, but together share something in
> common?
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