[MUD-Dev] Races and stuff (was: FAQ)

Vadim Tkachenko vadimt at 4cs.com
Fri Jan 30 13:28:49 CET 1998


Marc Eyrignoux wrote:
> 
> Vadim Tkachenko wrote:
> >
> > Marc Eyrignoux wrote:
> >
> > [skipped as irrelevant to the topic]
> >
> > > Server design:
> > >         - in C++
> > >         - using a relational database (surely MySQL)
> > >         - under Linux RedHat 5.0
> > >         - multi-threaded, event driven
> > >         - still only in project phase
> > >         - 1 world: small basic medieval-fantastic world, with basic races
> > > like elves, humans, orks...
> >
> > Now, let's again chant: hate numbers 1,2,3; love numbers like x,y,z.
> >
> > In this context, what is a definition of a race? Which properties are
> > specific for the <you-name-it-not-just-race>? How do I generalize that?
> >
> > And, getting to a big picture, how do I put down in concrete the MUD
> > world object model?
> >
> > I believe, once this task is done, it would be much simpler to design it
> > further, as well as implement.

> OK I will search a solution between "a general race class" and "a class
> per different race". Of course the best would be to store the infos
> relative
> to a particular race into text files (or within the database), but the
> way
> these informations are stored and which infos are stored is still to
> determine.

No, what I meant by that is not an implementation issue, but rather a
concept - once again, which properties are relevant/important for, say,
the race?

Number of limbs?
Water breathing ability?
Enumeration of senses (races immune to magic, able to sense magic,
etc.)?
Alignment community (see my earlier articles on that)?
What else?

What defines the race?

>From the implementation point of view, I'd hate to write a separate
class for each race - what if I just want to add one on-the-fly?

--
Still alive and smile stays on,
Vadim Tkachenko <VadimT at 4CS.Com>
--
UNIX _is_ user friendly, he's just very picky about who his friends are



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