Difference between revisions of "UC MUD Code Planning"
From UtterChaos
(→Interface and code) |
(→Database) |
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* Characters | * Characters | ||
* Monsters/NPCs | * Monsters/NPCs | ||
+ | * Actions | ||
+ | |||
+ | ===Table brainstorming=== | ||
+ | # 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 | ||
+ | # 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? | ||
+ | # 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== | ==Interaction== |
Revision as of 15:38, 20 October 2011
Interface and code
- Web based?
- AJAX?
- Rails?
Brainstorming
- 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 can 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
- 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
- Way to script things?
- Mobile site?
- 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
- 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
- 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?
- 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?