in reply to Re: Daft text adventure project
in thread Daft text adventure project
Last things first: the idea of storing separate routines in different files sounds nice - especially as the creator and adventure software will be distinct, but share certain functions. How is this achieved?
As for the use of CircleMUD or the like: I don't know any C, despite other hacker friends singing the 'Code in C' filk irritatingly, and I don't want to overburden myself, as I'm already dealing with a new job and learning Swedish. Moreover, lots of MUD software I've seen has ignored the 'zero-one-infinity' rule, and allowed for, for example, at most six exits from a location, each with a fixed name. I want _very_ flexible exits - preferably allowing more than one with the same name, and a descriptive menu to allow you to choose between them. (This is partly because I want the spell fly to have some real application, and I'm somewhat unwilling to code separate locales for the airspace over every street-level area. Consequently, the option to have ten or so exits called 'down' would be a plus.) And the magic system is going to be as close a port of D&D 3e's system as I can manage (probably by having the spell file call routines via eval, and keeping the spell effect routines in a distinct file, as suggested.
Thanks!
Tiefling
As for the use of CircleMUD or the like: I don't know any C, despite other hacker friends singing the 'Code in C' filk irritatingly, and I don't want to overburden myself, as I'm already dealing with a new job and learning Swedish. Moreover, lots of MUD software I've seen has ignored the 'zero-one-infinity' rule, and allowed for, for example, at most six exits from a location, each with a fixed name. I want _very_ flexible exits - preferably allowing more than one with the same name, and a descriptive menu to allow you to choose between them. (This is partly because I want the spell fly to have some real application, and I'm somewhat unwilling to code separate locales for the airspace over every street-level area. Consequently, the option to have ten or so exits called 'down' would be a plus.) And the magic system is going to be as close a port of D&D 3e's system as I can manage (probably by having the spell file call routines via eval, and keeping the spell effect routines in a distinct file, as suggested.
Thanks!
Tiefling
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Re: Re: Re: Daft text adventure project
by rchiav (Deacon) on May 29, 2001 at 18:50 UTC | |
Re: Daft text adventure project - from pmas
by pmas (Hermit) on May 29, 2001 at 23:25 UTC |
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