[MUD-Dev] Re: Response (Was Re: MUD Design doc (long))

J C Lawrence claw at under.engr.sgi.com
Mon Dec 21 15:55:30 CET 1998


On Fri, 18 Dec 1998 19:51:59 -0700 
Chris Gray<cg at ami-cg.GraySage.Edmonton.AB.CA> wrote:

> [Ola Fosheim:]

>> But why bother the user with data that doesn't contain any
>> valuable information?  What about not having any cluttering text
>> response at all?  Of course, smelling can be used for user-user
>> communication so: "Ola smells your hair" makes sense in the wider
>> context...

> Personally, I don't think I'd like it - I want to see some
> feedback from the system for all input actions, indicating that it
> has in fact received and acted on my input.

Executing a command entered by a player is a two step process for
me:

  1) The command is send to the dispatchor to be parsed, the
dispatchor sends it to the executor which runs an event which parses
the command, resulting in a new event being logged on the dispatchor
to do the parsed command.

  2) The parsed command event is executed.

Very very early on I added an ack to stage 1.  Now, after every
command is successfully parsed it returns an "Okay" ack to the
player.  The actual execution of the comman (actually its parsed
equivalent) may or may not return any ack or output to the player
(usually does).

This way I know that that the commands I enter are being processed.
The rest of the IO from the game is presumed to contain the results
of those commands.

--
J C Lawrence                              Internet: claw at kanga.nu
(Contractor)                             Internet: coder at kanga.nu
---------(*)                    Internet: claw at under.engr.sgi.com
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...




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