[MUD-Dev] Re: PDMud thread summary

ApplePiMan at aol.com ApplePiMan at aol.com
Thu Oct 22 20:33:01 New Zealand Daylight Time 1998

At 10/22/98 6:20 AM Niklas Elmqvist (d97elm at dtek.chalmers.se) altered the 
fabric of reality by uttering:

>IMHO, the driver should consist of a few primitives which provide the
>minimal functionality of any game server. One such thing is an event
>manager (c'mon! almost all games need one), 

Yes, as long as care is given to keeping the event manager low-level 
enough to not "box in" world designers. That is, make sure you're dealing 
with computer events and not game events, which could vary widely from 
game to game (and thus are perfect candidates for a module).

>a message hub/system/chain
>another, the module manager a third. Comments, please. 

I don't see any problems with these.

One thing that just occurred to me: are we going to allow module 
hierarchies? I suppose this actually comes back to the question that's 
been raised before re direct communication between modules: if we allow 
that, a designer could easily implement a hierarchy of modules.

An example of what I have in mind is that my commercial project calls for 
a Drama Manager that sits on top of, and can modify the results of, just 
about every other module. I realize there are ways I could handle that 
without having the hooks directly pre-built into DevMUD, but it might be 
a cool feature to support anyway (tho' I'm talking off the top of my head 
and possibly not seeing all the ramifications of supporting inter-module 
communication). Comments, anyone?


Rick Buck, President and CEO  <mailto:rlb at big-i.com>
Beyond Infinity Games, Inc.
See you in The Metaverse! <http://www.big-i.com>

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