[MUD-Dev] Codebase Ideas
punitac at prodigy.net
punitac at prodigy.net
Thu Feb 17 20:44:54 CET 2000
Hey List,
I've been planing on, and started working on (no code
yet, just ideas) making a codebase from scratch. Right
now what I'd like to do is make a code base that doesn't
look like all the stock muds, has more features, and is
easier to add stuff in, also, with less limits. The
over all goal is to break has many of the limits that
most codebases face. One idea I had, actully, something
someone brought up on another mailing list, was linking
muds together. What I was thinking is there'd be some
sortof central server, that would link all the muds
together. Ways characters could go from one mud, well,
I was thinking of having gateways, objects that a
character could go through to get from one mud to
another. I was thinking of also having it so areas
could be linked between muds, so that a character could
walk from one mud to the other, just by moving through
the area. of course, I wouldn't have it so every areas
linked to another area or anything, since that'd involve
a lot of work on the server. Any way, some ideas I had
for doing this are:
New players would log on to a mud, that's linked to the
central server.
New characters would each be given an account number,
the first part of the account number would be the number
of the mud given to the mud by the central server, or
maybe a string, the second part would be picked by the
mud. ie. 127.98523 the first number is the id number
of the mud on the server, the second number is the id
number given to the player by the mud. the other
method, brmud.98523 the first part would be the short
name of the mud, second part, players id number picked
by the mud. the second mud would insure, that if a mud
goes closes, I can reassign the id number of the mud,
and not mess with things, of course, I might decide I
don't want to do this, after all, I like numbers ;)
When a player attempts to use a gateway, the mud the
players on will call into the server a request to move
the player from one mud to the other, then the server
would look for the other mud, see if it's up, and taking
players, and then send in the request to log the player
into the the second mud, if the second mud says go
ahead, then the player would then be pulled out of the
first mud, and logged into the second mud. The would't
go through the log in process, but would instead just
appear in the second mud, at the designated entrance
point.
Now, about pfiles, I don't want all the muds to be
pretty much the same, except for areas, otherwise I just
have pretty much one big stock mud, I'd like Admins of
individual muds be able to change things in thier code,
for example, one mud could use channeling from the Wheel
of Time for magic, while another had magic powers come
from rocks, and I'd like to allow this. To do this,
I've decided to give each character two pfiles, one
would be for the individual mud, and the second would be
a tye of pfile accepted on all the muds connected t the
central server. What would happen is, when player Joe
wants to log into to Mud B from Mud A, his second pfile,
would be sent to mud B, and at mud B, it would be
converted into a pfile that would fit into the mud.
hmm, I actully have questions though, so no more making
my not really long by talking about things I had in
mind.
First off, does anyone have advice on how I should do
the central server? What I wanted it to do was have it
so every mud when up would be logged into the central
server, and always be connected to it. Any advice on
how you guys and girls think I should do this would be
great.
Also, can you take someone's connection, and transfer it
to another mud? without doing something like making a
telnet client just for our mud? I'd like it to be
possibly to have any telnet client let you log into the
mud, and while we do have plans for making a client just
for our mud, that won't be for a long time. The thing
is, I only want muds conncected to the main server, and
players connect through their muds, when they switch
muds, their connection would get sent to another mud.
This is pretty important to me.
That's about it for now I guess,
Heeten Choxi
PS>I'm also sortof wondering how someof you that run graphical muds started out, just cuirious.
_______________________________________________
MUD-Dev maillist - MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list