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[MUD-Dev] Re: MUD Design doc (long)
[Emil Eifrem:]
>The problem is that I just don't think it would work in practice. I mean,
>the preprocessing for 'get' and 'drop' is pretty similar (is the object
>there? can it be manipulated by the character?) but what about 'dodge',
>'who', 'say' and 'cast'? -shrug-
Simple. Don't use the same generic code for all verbs. That way it does
what is appropriate for the verb.
>I know there are people out there who have implemented or are considering
>implementing this -- how did you set it up?
I did it pretty much exactly as I described. I have a number of special
verb routines for things like 'look', 'get', 'drop', 'put in', 'take from',
etc., and then some generic routines that can be used for generic verbs
that deal with objects (turn, smell, touch, ...) Other classes of verbs,
like combat ones, building ones, communication, etc. have simpler and
more specific forms of generic handling.
The key is to have the flexibility in the system of not having to treat
all verbs the same.
--
Don't design inefficiency in - it'll happen in the implementation. - me
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- [MUD-Dev] Re: MUD Design doc (long), (continued)
- [MUD-Dev] Re: MUD Design doc (long),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sun 03 Jan 1999, 17:12 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Mon 04 Jan 1999, 04:09 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Caliban Tiresias Darklock caliban#darklock,com, Mon 04 Jan 1999, 19:59 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 05 Jan 1999, 03:15 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Koster, Raph rkoster#origin,ea.com, Tue 05 Jan 1999, 17:54 GMT
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