Finished initial design document.

This commit is contained in:
Barra Ó Catháin 2023-08-14 01:39:05 +01:00
parent aaf1221304
commit 168740ec34
1 changed files with 14 additions and 3 deletions

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@ -70,8 +70,19 @@ with. Currently planned properties are:
to an area or room. to an area or room.
** Events ** 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
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
Abilities are similar to [[*Uses][uses]], with the distinction of being tied to [[*Players][players]] and 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 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. player to attempt to activate it using the /activate command.
*** Skill Point Cost *** Character Point Cost
The amount of skill points it costs to "purchase" the skill, and add it to the The amount of character points it costs to "purchase" the skill, and add it to
player's character. the player's character.
*** Effect *** Effect
Effects are Scheme functions pushed onto the event queue when a player activates Effects are Scheme functions pushed onto the event queue when a player activates