Difference between revisions of "Talk:Text-based MMORPG"

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m (Thoughts on engine design)
 
m (Interfaces: fix word abuse)
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* This could also be a single AI instance, roaming from place to place, interacting the same way as users.
 
* This could also be a single AI instance, roaming from place to place, interacting the same way as users.
 
===Interfaces===
 
===Interfaces===
* This is the user two game bridge.
+
* This is the user-to-game bridge.
 
* This could be telnet, ircd, web, you name it.
 
* This could be telnet, ircd, web, you name it.
 
* It's all about relaying commands from the user to the core, and stats from the core to the user.
 
* It's all about relaying commands from the user to the core, and stats from the core to the user.
 
* This could allow for fun in game macros. Say you "train" your character to mine, carry to depot, and return via the telnet interface. Then you can put him in a loop and check on his status via the web interface on your mobile phone in class. Maybe you could even instruct him to stop and take a nap with a few buttons on a web page.
 
* This could allow for fun in game macros. Say you "train" your character to mine, carry to depot, and return via the telnet interface. Then you can put him in a loop and check on his status via the web interface on your mobile phone in class. Maybe you could even instruct him to stop and take a nap with a few buttons on a web page.
 
--[[User:Brimstone|Brimstone]] 21:23, 15 November 2009 (CST)
 
--[[User:Brimstone|Brimstone]] 21:23, 15 November 2009 (CST)

Revision as of 22:38, 15 November 2009

Thoughts on engine design

I see this taking the approach of about 3 components:

Core

  • Here's the meat and potatoes of your engine. It handles the basics, who's where, who's got what, etc. Also it handles message passing between the other two components.
  • This is one script/thread/program running on one box. It could connect in with other cores on other boxes to scale.

AIs

  • Each of these handles all of the AI for an area.
  • These run as separate programs, and they don't have to be in the same language or on the same physical machine as the core.
  • This could be resource generators, simple NPCs, environmental triggers, you name it.
  • This could also be a single AI instance, roaming from place to place, interacting the same way as users.

Interfaces

  • This is the user-to-game bridge.
  • This could be telnet, ircd, web, you name it.
  • It's all about relaying commands from the user to the core, and stats from the core to the user.
  • This could allow for fun in game macros. Say you "train" your character to mine, carry to depot, and return via the telnet interface. Then you can put him in a loop and check on his status via the web interface on your mobile phone in class. Maybe you could even instruct him to stop and take a nap with a few buttons on a web page.

--Brimstone 21:23, 15 November 2009 (CST)