News, news .. actually, there is none.
Yesterday was fairly boring as far as days go. Teased
someone with riddles about her birthday present. Now she
seems to think it's some kind of colourful playtoy .. of
course, I'm not going to tell her. How many times can I get
her to be totally wrong about what it is, I wonder?..
On the blackstar side of things, I have now a fairly good
idea of how I want it to look when implemented. Still
tinkering with the idea of the channels and such, though.
Right now I feel it should be possible to just hook some
kind of chat client (Jabber?) to the game system and talk to
the people playing. In a similar vein, why should things
like news and public notes not be available on a webpage or
as a news/mailfeed as well? My thinking is that at least the
notes to mail gateway is a useful thing to have.. and the
rest too, when you think about what else is possible.
The most exciting thing though I think would be implementing
trust metrics. Right now my thinking is that two seperate
systems would be needed. One hierarchic metric that uses
something similar to advogato for determining who is trusted
enough to do 'policing'. And one distributed, to determine
what you might call 'local leaders' that have authority over
local groups or organisations, like guilds or clans. This
way you get a really novel type of democracy, without
allowing cheaters to disrupt the trust balance.
Right now I feel I should try to keep that as simple as
possible; tuning this will probably be neccesary anyway.
Let's not go charge off too far into the distance now.
Here's your basic engine 'diagram':
- remote client (telnet, browser, whatever)
- local client (provides interface for remote client)
- interpreter (command line - most commands are capabilities)
- user context (has capabilities)
- world model (exports said capabilities)
I've left out the data access layer right now, that's not
really terribly interesting at the moment. I've also left
out all the advanced goodies I like to put in - that's all
stuff that needs to be plugged in, and until I actually have
a working model of this I'm not going to pin myself down on
anything.
One thing to note is the capabilities. I would like to see
commands becoming available 'on the fly', that is whenever
it suddenly becomes possible to do something new. The way to
go about that is by having objects in your world exporting
'capabilities' to your character, if of course certain rules
are met. A sword, when picked up, could confer a 'wield'
capability which is taken away again when it is either
wielded or dropped. Similarly, doors in rooms could grant
anyone who knows they are there an 'open' capability - which
of course still does not mean you actually CAN open the door
when you're in that room .. it could still be locked.
Finally, there's one more thing I would want to implement: a
seperation of player from character. Let people have
multiple characters, if they want. By all means, let's
actually *design* it for that purpose. Merge news and notes
into one stream, to be read by the player. Make things like
guilds or clans, where each guild has it's own channel and
you only have talking capability on it if you are playing a
character that is a member. Of course there are potential
problems with that, but it would help the system reflect
reality a whole lot better.
Enough ranting already :)
Time for lunch..