Hello again everyone - 

It has been a trully busy day at the office (coders
club if you will). We took a day off to re-evaluate
our work, come up with some new strategies etc. I
though I would give a small update on the current
situation. 

Everything is running smoothly and I now have 4 more
dev's helping along(dont think it will make things
confusing, we all know our roles, and what our
strengths and differences are - we stick to those
roles) 

I have been asked quite a few questions, and have had
quite a few comments. So I will clear a coupl of
things up. 

The estimated proc, and memory seems to be a key
thing. We are fully aware of server's be trully famous
for NOT needing lots of juice to speed wlak their way
inot the hearts of the gaming community (In this case
the mudding community only). As much as I would love
to say it wont be much of a resource hog, I am afroad
there will be some upgrades (perhaps not) for people
actualyl wanting to use this system. We have tried to
lay it down on paper as best we could, to do the math.
So far this is what we have come up with. We are
shooting for == Anyone running "fairly" stock rom,
with a few of the much sought after and needed
utilities like OLC Color etc == (this is for genral
purpose - divy it up however you want to fit your own
mudding habits and nature) We took a mental picture of
a big mud sporting 200+ active players (425 peak) on
their own server with a dedicated dsl or cable modem.
now genrally you can get away with a nice compact
server that is stand alone dedicated to the mud with a
proc of maybe 500mhz (give or take) and 64 - 128M of
ram (pending os), this in all reaility SHOULD be just
fine for running this new engine, it will drop into
the code (not like a snippet though)It will be in it's
own file set and you will have to put some calls in to
other files, but other than that it will just drop and
and take of on it's own with it's own backgroup
process. Now this may sound like alot, but for those
of you who are not allowed to run more than one
background process, it can be keyed in with another
process to run smooth as one. I am confusing myself,
so please dont ask me to explain - I may be leading
this escapade, but it's not my side of the candy dish.
I will try to explain it better after I myself get
some insight (just goin by what I have been told) The
code, will be in C++ (no flames here), to better
allocate memory and code efficiency, we want to keep
it small and tight, and all the programmer will have
to do is add in a few calls to other files and will be
set. 

Now, as far as mob actions go. Mobs will be no longer
be controlled by the mprogs (ya know the one, and you
may disagree - but mprogs are sadly out dated) Mobs
will have a full database, that can easily be scripted
with new formats of speech and actions, and a full set
of keywords to "describe" the mob. For instance -
"Ogre" (set in the intelligence category) would give
the mob a "nice" dumb accent so "dey wuud probidy tak
yike dish" again it will be easily customizeable.
Quest/adventuring AI is a must of course, so there may
no longer be a need for a seperate questing engine,
these short calls will allow quests to be assigned to
characters quite randomly. Also, there will of course
be just casual AI, Mobs remembering your name after
you have introduced yourself. Mobs forgetting who you
are even though they just saw you 10 minutes ago
because they are dumb, Mobs who will shake your hand,
Merchants who will try to swaggle you outta more money
than the piece is worht, and argue with you when you
tell they are wrong! Mobs who will follow you around
just because you look kind enough to allow them do do
so, mobs who will lead you off into the sewers and
then backstab you to try to steal your pack (and may
succesfully so so!). Possibilities will be "hopefully"
endless for the creative. 

As for people who are new/unexperienced with coding,
well.. you will be delightfully surprised at the
scriptablilty of this engine we are working on, most
of it will be able to be done on the fly from within
game with a few short commands. The rest inside the
code itself, will be fairly easy to keep up with.
Those of you who know c but not c++ have no fear we
are keeping it plain and simple so you will be able to
catch on quite quickly to what each func or call does.


Sorry abot the longevity of it all.. This will be the
last plugin on here for quite sometime, (saev for when
we get our mailing list started) i will hand out the
mailing list address as soon as I get it. 

Thanks fer the support, and sorry if I didnt get a
chance to answer all questions.. there is still alot
to be done. Some questions just are not answerable
yet. 

Necro

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