Subject: Release 2.10 features
Author: Tyche
Posted: 03/18/2006 02:01PM
Release 2.10 [prioritizing]
1. help system
2. make exits core objects
3. mud curses support - includes windowing for all protocols that support it
4. Pueblo support
5. MXP support
6. MSP/MSP2 support
7. TML - integrate all protocols into one markup
8.
TeensyWeb integration (online editor/web client)
9. MCCP support
10. MCP support
11. Move logging configuration into configuration file
12. I3 client
13. Better documentation
14. bulletin board system
15. A mini-game
Well I'm thinking about what's next.
Q. What would you like to see in release 2.10?
Q. What needs to be better documented?
Thanks
--
Tyche
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Subject: Release 2.10 features
Author: Syrra
Posted: 03/26/2006 02:22PM
Tyche wrote:
> Well I'm thinking about what's next.
>
> Q. What would you like to see in release 2.10?
Hi there. These don't have to be in the next release, but they'd be nice to see someday. ;)
*In-game mail system
*smotes (Emoted say) (ex: "It's rather late," Syrra says, yawning.)
*OLC system, if there isn't one already. A happy, helpful one if possible :D
Whatever you do, you have my support as this seems to be turning out very well indeed. And just when I was looking for a good Mud server too!
~Syrra
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Subject: Release 2.10 features
Author: Massaria
Posted: 03/26/2006 05:02PM
Tyche wrote:
> Release 2.10 [prioritizing]
>
> 1. help system
> 2. make exits core objects
> 3. mud curses support - includes windowing for all protocols that support it
> 4. Pueblo support
> 5. MXP support
> 6. MSP/MSP2 support
> 7. TML - integrate all protocols into one markup
> 8.
TeensyWeb integration (online editor/web client)
> 9. MCCP support
> 10. MCP support
> 11. Move logging configuration into configuration file
> 12. I3 client
> 13. Better documentation
> 14. bulletin board system
> 15. A mini-game
>
>
> Q. What would you like to see in release 2.10?
I'd like to see items 7 and 8 moved right to the top. Especially the online editor or some form of OLC is needed. The current '@set desc' command makes it very hard to correct mistakes.
>
> Q. What needs to be better documented?
>
TML and the new timers come to mind at first. I haven't been able to locate anything on the timers (but I haven't looked very hard, admittedly - still pilfering with 2.7)
As for the mark-up language, I have no clue what the function keys are for, and the user-defined 'class' confuses me as well. Would be nice with more details and perhaps a few examples or suggestions of use.
Perhaps some pointers in regards of the various databases and how/why to change between them. pros and cons. Just a little something to go on.
Uhm, yeah. Those are the foremost items that come to mind.
Tobias
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Subject: Release 2.10 features
Author: mcf1986
Posted: 04/17/2006 07:13AM
Looks good, i'll be keeping an eye out for how this goes, Better start learning Ruby i guess. Just one question does
TeensyMud have support for 'wilderness' and a combat system? Could it be implemented in the futrure if it doesn't? Oh and how about mysql backend, as RoR
? uses it by default?
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Subject: Release 2.10 features
Author: Massaria
Posted: 04/24/2006 08:36AM
Do you have an ETA on 2.10, Tyche?
Perhaps something solid about what's going in this time around?
mcf1986 wrote:
> Just one question does
TeensyMud have support for 'wilderness' and a combat system?
No, nothing like that yet. I know Tyche intends to put up a simple 'dungeon crawl' game at some point, which I gather will have some form of combat, but the basic premise of tmud is that you have to come up with 'it' yourself (doesn't mean you can't have help with it though :-)
Check out http://pine.fm/LearnToProgram
?/ for a great ruby tutorial. Really helped me get started.
Mass.
PS: remove that question mark at the end there.
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Subject: Release 2.10 features
Author: Tyche
Posted: 04/27/2006 04:06PM
mcf1986 wrote:
> Looks good, i'll be keeping an eye out for how this goes, Better start learning Ruby i guess. Just one question does
TeensyMud have support for 'wilderness' and a combat system? Could it be implemented in the futrure if it doesn't? Oh and how about mysql backend, as RoR
? uses it by default?
The current version supports a traditional node-edge room graph found in most muds. I am planning to have a 2d spatial system based. It's based on R*trees. I have a working Ruby algoritm, but I haven't figured out how to integrate it yet. I also will have an extension to indoors rooms that uses a 2d coordinate system. The dungeon creation program creates a nice graph matrix similar to what old style D&D Dungeon Masters would hand draw themselves on graph paper. I'm looking at how to integrate all three systems together and present a common interface.
There will be a combat system as part of very simple game. The final release version will contain a dungeon or two, plus content for 1-3 levels. The idea is to release something with more meat than what you'd get from Mush or MOO lib, but far from the complete game you'd get from Diku. A minimal stockmud that forces one to extend the game in their own unique way.
The current SQLite can be also used in Rails. I have an untested Postgres module I will release. Making it work with MySQL
? should be easy. However if you look at my database schema you'll see it's simply a key/value implementation. Thus you won't be able to take advantage at all of nice SQL query features in Rails like Db.find(name => "foo"). I would like to extend the SQL interface to generate proper schemas for each first-class core object from the properties fields. The problem with RDBMSs is that the schema changes and code changes must be kept in sync. Rails does have solutions for that with its DB migration tool. We'll see. :-)
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