diff --git a/notes/SilverMUD-Design.org b/notes/SilverMUD-Design.org index d356c96..870325f 100644 --- a/notes/SilverMUD-Design.org +++ b/notes/SilverMUD-Design.org @@ -70,8 +70,19 @@ with. Currently planned properties are: to an area or room. ** Events +SilverMUD centers around a central events queue; a queue of Scheme programs, +which are spawned in response to most things which happen in the game and mutate +the global state. Events are constantly evaluated by a thread which has access +to the relevant data structures. + +Player commands are parsed from the command format into events by the input +thread. ** Players +Players will be designed more fully as gameplay aspects are implemented. They +currently are planned to have core statistics, skills (setting-specific +statistics), abilities, health points, ability points, and character points, +which are used to purchase core statistic points, skill points, and abilities. ** Abilities Abilities are similar to [[*Uses][uses]], with the distinction of being tied to [[*Players][players]] and @@ -82,9 +93,9 @@ effect, and a usage requirement. The usage cost of an ability refers to the amount of ability energy it costs a player to attempt to activate it using the /activate command. -*** Skill Point Cost -The amount of skill points it costs to "purchase" the skill, and add it to the -player's character. +*** Character Point Cost +The amount of character points it costs to "purchase" the skill, and add it to +the player's character. *** Effect Effects are Scheme functions pushed onto the event queue when a player activates