[MUD-Dev] Re: clients anyone?...
Hans-Henrik Staerfeldt
hhs at cbs.dtu.dk
Tue Aug 11 23:50:09 CEST 1998
On Tue, 11 Aug 1998, Adam J. Thornton wrote:
> > All this happens without my being interrupted by the flow of
> > information from crab to ELIZA. I don't see the messages, and
> > I don't need to be in the same room as the crab when people
> > speak to him.
>=20
> Nice! This sounds like a good way to implement relatively simple
> scriptable NPCs, actually: if they just have their own client, can pars=
e
> the incoming data, and respond appropriately then I don't have to build=
it
> explicitly into my server or my database model; I can just create an NP=
C
> object and let its client script handle its responses.
If you want complex scripting, it would be a good idea to extend the
protocol to handle pre-processed data. In reality, your in-game model
of the world is translated into nasty ambigous text for reading of humans=
,
or even worse - graphics. Unless you want to do some very nasty AI attemp=
t
at understaning the messages (graphics!) intended for the player you=20
should extend your good flexible protocol with an AI stream mode that=20
allows for nicely formatted events to be parsed to the remote NPC.
Player> Buffy pick up the hammer.
AI> Pickup((Player 52364),(Object 23647)).
or something to that affect.
Hans Henrik St=E6rfeldt | =20
email: bombman at diku.dk | voice: +45 40383492=20
hhs at cbs.dtu.dk | voice work: +45 45252425
phone-mail: | address:
40383492 at sms.tdm.dk | Hans Henrik St=E6rfeldt,
WWW-home | Dybendalsvej 74 2. th,
http://www.cbs.dtu.dk/hhs/ | 2720 Vanl=F8se, Danmark.
|
Student of Computer Science | Scientific programmer at Center for
and Information Psychology. | Biological Sequence Analysis,
at University of Copenhagen | Technical University of Denmark.
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