I believe Dantom has been thinking about ways to provide for some kind of loadable modules, so I thought I'd throw in a thought or two...
As I create a world that can be built by guides from within the game, I pretty quickly run into a major consideration: how will they create/edit fully featured NPCs and areas? Well, scripting would seem to be the answer. They could upload scripts that I would parse on the fly...
But the more I think about this the more problematic it is. It will be slow, and worse, it will be duplicating an easy development environment that already exists: the BYOND builder and compiler.
The ideal would be for a guide to be able to work on a mob/area/turf definition (possibly with my libraries or source code available), compile it in some manner, and upload it to the server, where the world reboots and reads it in, making it available right away.
Is this sort of thing on the table?
ID:138683
Mar 23 2000, 8:01 pm
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In response to Tom H.
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I have given a great deal of thought to this very issue. At one extreme we have this concept of DM as a runtime language, in which code could be incorporated on the fly, without even rebooting the world. This could be really slick, because not only could you change existing worlds but you could send information to other worlds and change them as well! However, as a general solution, this is just out of the question for now.
At the other extreme we can define a "language in a language", allowing limited coding by defining properties to be saved and loaded through savefiles. This is nice because the flexibility is completely up to the user, but isn't really practical because generality is difficult. It also seems like overkill, given the fact that we already have, as you say, a language to do as we need.
So I think we may be able to develop some sort of compromise. There are a couple different routes to go, and once we get a general idea as to what is best we can see whether more needs to be built into the program or into the various modules. Here are a couple of thoughts:
I would like to see more discussion on this topic, as I completely agree that runtime world building is a very essential feature the online experience.