Difference between revisions of "UC MUD Code Planning"

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(Brainstorming)
(Table brainstorming)
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===Table brainstorming===
 
===Table brainstorming===
 
# Everything as an item?
 
# Everything as an item?
** Rooms are containers
+
#* Rooms are containers
** Characters and Monsters/NPCs modeled the same, also containers
+
#* Characters and Monsters/NPCs modeled the same, also containers
** Item=object. Table includes very basic information common to all objects. PK/FK link to other tables
+
#* Item=object. Table includes very basic information common to all objects. PK/FK link to other tables
 
# All actions have common ties
 
# All actions have common ties
** Actions include spells and attacks, but also skills, emotes, buying, etc.  
+
#* Actions include spells and attacks, but also skills, emotes, buying, etc.  
** Any interaction with an object, including yourself.  Leveling up is an action.  
+
#* Any interaction with an object, including yourself.  Leveling up is an action.  
** Not all actions can be called directly. Some can only be called by computer/other action. This flag can be one of the common ties
+
#* Not all actions can be called directly. Some can only be called by computer/other action. This flag can be one of the common ties
** Actions PK/FK link to other tables to further define them
+
#* Actions PK/FK link to other tables to further define them
** Are actions also items? Or can items have actions? Or can items have access to a class of actions?
+
#* Are actions also items? Or can items have actions? Or can items have access to a class of actions?
 
# Classes of items/actions
 
# Classes of items/actions
** Clearly defined definitions of items and actions. Adding a new item/action must go into one of these groups. Adding a new class rearranges the DB a bit.  
+
#* Clearly defined definitions of items and actions. Adding a new item/action must go into one of these groups. Adding a new class rearranges the DB a bit.  
** Subclasses/Superclasses can be defined to combine/narrow things down. Probably superclasses are more likely, to make things have only one class?
+
#* Subclasses/Superclasses can be defined to combine/narrow things down. Probably superclasses are more likely, to make things have only one class?
  
 
==Interaction==
 
==Interaction==

Revision as of 15:39, 20 October 2011

Interface and code

  • Web based?
  • AJAX?
  • Rails?

Brainstorming

  1. Have defined sections of the page for basic ways to interact with game
    • Room/environment view box
    • Inventory
      • Item view
    • Other characters/NPCs
      • separate from room? or basically like the room is a container and a subwindow that shows what's in the room--items, players, npcs. Things #an go in and out without changing the view of the environment.
    • Combat
    • Conversations
      • Include emotes here? basically, an action window?
      • Split between chat lines/tells/room actions? If we have chat lines/tells
  2. Obvious and non-obvious methods of interaction
    • Obvious methods (go north, wield sword, don armor, press button) as clickable links
    • Non-obvious methods not displayed, but given an empty text box to input commands
  3. Way to script things?
  4. Mobile site?
  5. Telnet option
    • Web interface a wrapper around all information given, but with traditional telnet interface of many lines coming at you?
    • Or telnet interface with a text-based browser style? Keep the different windows?

Database

  • Rooms
  • Items
  • Characters
  • Monsters/NPCs
  • Actions

Table brainstorming

  1. Everything as an item?
    • Rooms are containers
    • Characters and Monsters/NPCs modeled the same, also containers
    • Item=object. Table includes very basic information common to all objects. PK/FK link to other tables
  2. All actions have common ties
    • Actions include spells and attacks, but also skills, emotes, buying, etc.
    • Any interaction with an object, including yourself. Leveling up is an action.
    • Not all actions can be called directly. Some can only be called by computer/other action. This flag can be one of the common ties
    • Actions PK/FK link to other tables to further define them
    • Are actions also items? Or can items have actions? Or can items have access to a class of actions?
  3. Classes of items/actions
    • Clearly defined definitions of items and actions. Adding a new item/action must go into one of these groups. Adding a new class rearranges the DB a bit.
    • Subclasses/Superclasses can be defined to combine/narrow things down. Probably superclasses are more likely, to make things have only one class?

Interaction

  • Modeling NPCs as computer-controlled PCs
  • Objects with built in calls for actions?
  • Characters as special kinds of items?
  • Rooms as special kinds of items?


UC_MUD