[MUD-Dev] Re: PDMud thread summary
ApplePiMan at aol.com
ApplePiMan at aol.com
Thu Oct 22 20:33:01 CEST 1998
At 10/22/98 6:20 AM Niklas Elmqvist (d97elm at dtek.chalmers.se) altered the
fabric of reality by uttering:
>IMHO, the driver should consist of a few primitives which provide the
>minimal functionality of any game server. One such thing is an event
>manager (c'mon! almost all games need one),
Yes, as long as care is given to keeping the event manager low-level
enough to not "box in" world designers. That is, make sure you're dealing
with computer events and not game events, which could vary widely from
game to game (and thus are perfect candidates for a module).
>a message hub/system/chain
>another, the module manager a third. Comments, please.
I don't see any problems with these.
One thing that just occurred to me: are we going to allow module
hierarchies? I suppose this actually comes back to the question that's
been raised before re direct communication between modules: if we allow
that, a designer could easily implement a hierarchy of modules.
An example of what I have in mind is that my commercial project calls for
a Drama Manager that sits on top of, and can modify the results of, just
about every other module. I realize there are ways I could handle that
without having the hooks directly pre-built into DevMUD, but it might be
a cool feature to support anyway (tho' I'm talking off the top of my head
and possibly not seeing all the ramifications of supporting inter-module
communication). Comments, anyone?
-Rick.
---------------------------------------------------------
Rick Buck, President and CEO <mailto:rlb at big-i.com>
Beyond Infinity Games, Inc.
See you in The Metaverse! <http://www.big-i.com>
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