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Re: [MUD-Dev] MUD Design Fundamentals(Was: Looking for



On 11 Sep 97 at 6:06, Ola Fosheim Grostad wrote:
> Jon A. Lambert wrote:
> I believe MUDs differs significantly from most applications.  In most
> applications, you have got some concrete problemspace as the backbone of the
> system. In my view, a MUDs general problemspace mainly consists of users, a
> geography and whatever interaction these users find interesting. The OOA methods I
> know of, won't help a whole lot.

I think OOA/D is ideally suited for this particular problem just 
because of mud's potentially vast and abstract problemspace.  

> I'm interested in THIS kind of realtime information, as well as whatever happens
> on the clientside (when using an intelligent client). However I believe this
> warrants some special attention in any persistent store, and that was the issue I
> guess.

Do you mean clients that continue to function normally while the 
server is down?

Interesting. I have a smart client, but only in the sense that it 
parses/formats output and allow mouse input. Otherwise they are quite 
dumb.  There is a very small set of static graphics that is shipped 
with client.

My mud's time runs at a faster rate than real time and I can't really 
think of any reason why I would need external inputs into the server 
other than the user clients and my database.

--
Jon A. Lambert

If I'd known it was harmless, I would have killed it myself.



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