April 1999
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Per Vognsen
- In-Game Languages Chris Gray
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Matthew D. Fuller
- In-Game Languages Mik Clarke
- In-Game Languages Michael Hohensee
- In-Game Languages Ben Greear
- In-Game Languages Michael Hohensee
- In-Game Languages Mik Clarke
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages David Bennett
- In-Game Languages Richard Woolcock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Andrew Ritchie
- In-Game Languages Matthew D. Fuller
- In-Game Languages adam@treyarch.com
- forward: consistency Ola Fosheim Grøstad
- Confined Gameworld Ling
- Confined Gameworld Caliban Tiresias Darklock
- Confined Gameworld Richard Woolcock
- Confined Gameworld Eli Stevens {KiZurich}
- Confined Gameworld The Wildman
- Confined Gameworld Koster, Raph
- User centered? Ola Fosheim Grøstad
- User centered? Caliban Tiresias Darklock
- User centered? Marc Bowden
- User centered? Adam Wiggins
- User centered? Richard Woolcock
- User centered? Benjamin D. Wiechel
- User centered? Koster, Raph
- target audience Matthew Mihaly
- target audience Caliban Tiresias Darklock
- target audience Marc Bowden
- Fw: Self-organizing worlds (was: Elder Games) Kylotan
- Fw: Self-organizing worlds (was: Elder Games) Matthew Mihaly
- ScryMUD 1.8.11 released. Ben Greear
- Mud driver architecture info B. Scott Boding
- Blending graphics with text u1391470
- Blending graphics with text Laurel Fan
- Blending graphics with text Kylotan
- Blending graphics with text Chris Gray
- Blending graphics with text J C Lawrence
- Blending graphics with text Caliban Tiresias Darklock
- Blending graphics with text Chris Gray
- Blending graphics with text Ola Fosheim Grøstad
- Blending graphics with text Hans-Henrik Staerfeldt
- Blending graphics with text Mik Clarke
- Blending graphics with text u1391470
- Blending graphics with text claw@kanga.nu
- Blending graphics with text Alex Stewart
- Blending graphics with text J C Lawrence
- Virtual machine design Shane King
- Virtual machine design Alex Stewart
- Virtual machine design Jo Dillon
- Virtual machine design Ben Greear
- Virtual machine design Niklas Elmqvist
- Virtual machine design Shane King
- Virtual machine design Ben Greear
Shane King wrote:
>
> On Sat, Apr 17, 1999 at 04:08:42AM +0000, Ben Greear did spake thusly:
> > 1) Common users can't program in any real language, so why implement
> > one
> > in the game. Surely it would be easier to just write all the code in
> > a 'real' language of your choice and then use readily available
> > compilers
> > to make it into a binary....
>
> I want common users to be able to code in a real language though. :)
I built a (IMHO) pretty damn neat GUI builder for my game. Few
want to build (for long enough to finish). I added scripting because
I thought it was cool...and it added some real functionality. The
most complex scripts in the game are those I wrote to prototype new
features.
In other words, at least the players I have seen, can barely write
decent english (or any other language) or hold a thought long enough
to write an entire zone. A few simple scripts have been attempted by
others, but nothing like conditional branches or anything...
Of course, some of this is because my scripting is pretty lame,
but it can be made to work, and it can't get much simpler.
I doubt that anyone will put forth the effort to learn a new language
to write mud code for your server. If they are the kind of person
that will, then they really want to write the server instead :)
I'll offer an anecedote: I used to play a Diku (JediMUD). I got
tintin++
and learned how to use it's 'programming' language (ie a bunch of
pattern
matching and scripting). I soon had a 300 line bot that was pretty
cool,
I thought.... However, that was really the end of gaming for me. I had
had a taste of the _truth_. I didn't want to be interpretting someone
else's output, I wanted to be doing the output myself!! That is the
power,
the grail that led me to code. I don't think there is anything short of
an OS that could hold my attention, and the possibilities I wanted to
code. That is why I doubt that anyone would really want to use such
an in-game coding language. It is either too restrictive, or you've
re-written UNIX.
Please pardon the bitterness :)
>
> Otherwise, I would agree with you...
>
> I guess that places an additional contraint on what I want to do -
> there has to be some concept of privelledge levels.
Yep, it's amazing how much code you'll write for the explicit purpose of
breaking functionality that took you months of work!! :)
>
> > 2) Common users can script, so I definately see the need for simple
> > scripting.
>
> Scripting isn't good enough for what I want. I want a system where
> players don't disappear from the world, but instead they can write AI's
> for themselves. Of course, standard AI options need be provided for
> those who don't or can't code.
I wish your target audience existed, but I'm not convinced it does....
>
> Considering I also want the same option for "mobs", scripting gets both
> too slow and too inflexible.
Be careful here. It may be more efficient to run a few scripts and have
your normal code be native, than put almost everything in interpreted
code.
Those java folks weren't stupid, and they had extreme ammounts of
manpower
and time...and their performance is still shaky at best...
> Yeah, I agree, to an extent. I'm not too worried about being
> increadibly flexible, rather my aim is something more dynamic, which
> I've thought of doing in native code but turns out to be rather clumsy
> and ugly, and just plain unworkable.
I think dynamic is the best argument for interpretted code. Still,
though,
I wonder how much easier it will be to add your own code at run time,
versus
writing it in c/c++/java/?? and promoting into the [CVS??] load. Either
way you have security issues that will be hard to beat.
Enjoy,
Ben
--
Ben Greear (greear@cyberhighway.net) http://www.primenet.com/~greear
Author of ScryMUD: mud.primenet.com 4444 (Released under GPL)
http://www.primenet.com/~greear/ScryMUD/scry.html - Virtual machine design claw@kanga.nu
- Virtual machine design Alex Stewart
- Virtual machine design Ben Greear
- Virtual machine design Felix A. Croes
- Virtual machine design Eli Stevens {KiZurich}
- Virtual machine design Mik Clarke
- Virtual machine design Schubert, Damion
- Virtual machine design Ben Greear
- Virtual machine design Ben Greear
- Virtual machine design Felix A. Croes
- Virtual machine design Matthew Mihaly
- Virtual machine design Hans-Henrik Staerfeldt
- Virtual machine design claw@kanga.nu
- Virtual machine design Mik Clarke
- Virtual machine design Oliver Jowett
- Virtual machine design Chris Gray
- Virtual machine design claw@kanga.nu
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design claw@kanga.nu
- Virtual machine design Petri Virkkula
- Virtual machine design Ben Greear
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Nathan F Yospe
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Petri Virkkula
- Virtual machine design Jon A. Lambert
- Virtual machine design Koster, Raph
- Virtual machine design Jon A. Lambert
- Virtual machine design Chris Gray
- Rebooting (was: Virtual machine design) Eli Stevens {KiZurich}
- Game design highpoints (was Virtual machine design) claw@kanga.nu
- Sockets Quzah [softhome]
- ScryMUD 1.8.13 snapshot released. Ben Greear
- Interview I did that may interest you Koster, Raph
- Censorship Greg Munt
- Censorship Ben Greear
- Censorship Matthew Mihaly
- Censorship Shawn Halpenny
- Censorship Darren Henderson
- Censorship Quzah [softhome]
- Censorship Hans-Henrik Staerfeldt
- Python B. Scott Boding
- Python Gaffney, Jeremy
- AW: Censorship Hofbauer Heinz
- AW: Censorship Matthew Mihaly
- AW: Censorship Damion Schubert
- Censorship, Virtual v Artificial Worlds, Python Greg Munt
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Dan
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Marian Griffith
- Censorship, Virtual v Artificial Worlds, Python Benjamin D. Wiechel
- Censorship & Its Impact On World Immersion Greg Munt
- Censorship & Its Impact On World Immersion Matthew Mihaly