[MUD-Dev] Re: Family, was characters per account
Kevin Littlejohn
darius at connect.com.au
Wed Apr 12 07:45:18 CEST 2000
>>> Phillip Lenhardt wrote
> > Be careful about this. You risk making success depend too much on
> > programming skills. You could make the scripting language very simple, but
> > then it lacks power, and there is likely to be a lot more of the golden
> > path (in which case you may as well not bother having htem script the
> > golden path...just have their characters do it automatically).
>
> But suppose that every script a player writes is available to everyone
> else (which obviously precludes the "script trade" economy). Then having a
> "killer script" is at best a momentary advantage.
I've been thinking more about this too. Suppose you move the flags, game-wise
(tieing in to another thread somewhat here). If the game provides for the
ability to script your character's interaction with the world, in pretty
much any way you like - well, maybe there's a niche for people who want to
try out funky ideas for AIish scripts, in a sealed moderately predictable
environment.
(side-note: I'd actually like to be able to instantiate Moebius as a
purely community engine - give people the scripting, and moderate security,
and ala the MOO's allow them to do what they like - specifying that the
common theme is OO programming. Being able to hack up examples of various
OO structures and assign them "real-world" shapes (so they can be picked up
and studied) seems a neat tool to me. Don't know whether it's feasible or
not, but it's an interesting idea... Could potentially be handy for trying
out a new AI idea, too.)
KevinL
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list