[MUD-Dev] Developing A Web Generator

Kwon Ekstrom justice at softhome.net
Tue Apr 30 21:33:06 New Zealand Standard Time 2002


From: "Kyndig" <kyndig at kyndig.com>

> The areas [or specific rooms, mobs, objects, spells,..] which are
> stored in the database can then be downloaded by other community
> members for their own specific game server format. [ You can build
> an area for an XX based mudserver, someone else can choose to
> download it as a YY based area format ].

> To be sucessful, there needs to be flexibility in the cgi for all
> derivitive game servers. Would the best method of handling be the
> request of a 'standard upload template' in order to determine that
> games layout.

xml with xsl would be highly suited to "flat" text output as you
called it.  You would have to do some rather interesting work to get
the bitvector code to work right, probably separate each flag by
it's name, and have the xsl add the values up before outputting
them.

You can then pick and choose what data you want to handle.  With an
xml area format, it'd be trivial to write a converter to handle
binary or sql based implementations as well.  Since most "common"
free mud bases use flat text, it'd be simple to write a root
template and then modify that one slightly for the various
dirivitives.

I've given some thought on writing an editor that could handle any
format and figured that you could do things fairly simply, although
it gets complex to write a gui editor since you have to take into
account possible values where restricted.

-- Kwon J. Ekstrom

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