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