Finished initial design document.

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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.
** 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