[MUD-Dev] Re: Levels versus Skills, who uses them and when.

J C Lawrence claw at under.engr.sgi.com
Tue Jan 12 16:02:21 New Zealand Daylight Time 1999


On Tue, 12 Jan 1999 20:29:09 +0100 
Vladimir Prelovac<tomcat at galeb.etf.bg.ac.yu> wrote:

> [J.C]

>> I use what I call "perception stat" model.  For me statistics as
>> reported to the players are not absolute values, they are
>> perceived

> Do you have your own mud running somewhere JC? 

Currently Murkle is dead and disemboweled.  The DB engine was gutted
when I started playing with SQL and the internal language
implementation has been found to have some really nsaty/ugly
holes/bugs.  Currently it doesn't even compile.  What I have is a
big pile of poorly commented and badly designed source (I've been
hacking on that thing for years -- far past its original design
limitations).

An idea I've been toying with is starting over with Murkle MkVI,
starting with a CoolMUD base and then hacking out from there to a
very similar (to Murkle Mk V) but more extensible design (embed
Python for the internal language, cleaner security model, lighter
weight distribution etc etc etc yada yada) and see how it runs as a
bazaar-type OSS project.

Probability of happening?  Low.

--
J C Lawrence                              Internet: claw at kanga.nu
(Contractor)                             Internet: coder at kanga.nu
---------(*)                    Internet: claw at under.engr.sgi.com
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...




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