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To start things off


Lloth

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I debated long and hard about whether or not I should have started this with my immortal handle, as I know it carries a stigma. Ultimately, I decided to do so, in order to say the following plainly:

Participating in this player forum is not going to be rewarded with access to the build port. Given how such access has been abused in the past, I am not keen on taking the risk. Not even all of the staff has access to it.

What participating in this player forum -does- do is provide a place to discuss OLC for those familiar with it, as well as teach it to those that aren't, or are not sure how Aabahran does it. It is also a great place to immerse oneself in game design, learn balancing at more than a surface level, and come together to share ideas.

I am also here to field any questions you all might have on the building process. I may even source out some smaller projects for those that are interested in getting their beaks wet. 

Finally, I have been creating a builder's guide to OLC on the immortal only section that I will slowly be rewriting for public view and consumption, as I have the time to do so.

Please keep this player forum clean, its discussions healthy, and its members unaccosted. 

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Would you be willing to open a new thread as sort of an AMA? There are often small questions about items I find myself asking that often don't warrant a public thread but also deserve to be shared outside of the prayer forum, being able to fire off quick questions could be nice but I recognize how tedious it sounds.

I think as long as the questions are more than just "This item is OP, why no nerf" it should be productive.

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@Magick

Short answer: fairly different. Our OLC engine is much more streamlined and flexible than a lot of other MUDs with similar codebases. It's actually quite simple, as made evident by the fact that I can do it (subjective...).

 

That said, there are many programs in the game that are built on an older method. One of my many projects is to update them, but right now that list is more than a hundred identified entries long. As they still function, it's a lower priority than some much needed facelifts elsewhere. Like the MUD school.

 

Item, room, and mob building is really simple. They each have a separate vnum system. You can have a mob with vnum 1234, an object with vnum 1234, a room with vnum 1234,  and still have them each exist separately with no need to tie them together in any manner (except they all belong to the same area file). The same is true with all varieties of programs. The best analogy is to think of it like a file directory on your computer. Each area has a folder with an index file, and subfolders for all types of vnums.  Those subfolders can all have a file with the same name, and the game doesn't get confused because the absolute path (that is, the file location + file name) are different.

All of that will be made more clear shortly.

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OLC has always been interesting to me, and I took a couple classes way back in the day when Crypticant held them that got me initially interested in it. Then on a few of my breaks from here I've done the same on other MUD's, though they only ran similar OLC systems that weren't in depth as it is here, especially now. Overall it seems like this is an interesting thing and it never hurts to get a peak at anything that doesn't seem familiar .

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