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  Topic: Mob Item Drop Systems
thyrr

Replies: 14
Views: 27246

PostForum: Design   Posted: Fri May 19, 2006 9:12 am   Subject: Mob Item Drop Systems
I am mainly talking about making "boss" mob encounters repeatable in that a person will probably have to group to kill a boss multiple times to get a wanted item. Granted, if your MUD doesn' ...
  Topic: Mob Taxonomy
thyrr

Replies: 38
Views: 84562

PostForum: Design   Posted: Mon May 08, 2006 11:43 am   Subject: Mob Taxonomy
Well, this topic *is* called Mob Taxonomy, which I suppose by definition of "taxonomy" should be about using attributes/flags to describe traits. So we're probably slightly off-topic anyway. ...
  Topic: Mob Taxonomy
thyrr

Replies: 38
Views: 84562

PostForum: Design   Posted: Fri May 05, 2006 11:02 pm   Subject: Mob Taxonomy
Quote:
It wouldn't exactly be overloading, because the standard OO overloading mechanisms are pretty much all-or-nothing.


I'm not sure what you mean by that. Can you please elaborate?

I mean ...
  Topic: Mob Taxonomy
thyrr

Replies: 38
Views: 84562

PostForum: Design   Posted: Fri May 05, 2006 3:51 pm   Subject: Mob Taxonomy
From an encapsulation perspective, this information can be handled equally well with my property approach as it can with your overloaded method approach. The difference is that your approach requires ...
  Topic: Mob Taxonomy
thyrr

Replies: 38
Views: 84562

PostForum: Design   Posted: Fri May 05, 2006 2:17 pm   Subject: Mob Taxonomy
You're right about generalizing the code, but I don't think it should be done entirely through attributes. If you had 30 different things that could happen when you eat something, and each could be mo ...
  Topic: Defining quests with natural language?
thyrr

Replies: 4
Views: 9253

PostForum: Design   Posted: Fri May 05, 2006 10:04 am   Subject: Defining quests with natural language?
"The anti-Perl" would indeed be a good description. Easy to read, annoying to write, at least from my cursory glance over the articles. Natural language works in Interactive Fiction because ...
  Topic: Mob Taxonomy
thyrr

Replies: 38
Views: 84562

PostForum: Design   Posted: Fri May 05, 2006 8:59 am   Subject: Mob Taxonomy
On the topic of code polymorphism and such, I'm not a fan of is_XXX or can_XXX methods, because they're pretty much glorified flags. If you want fine-grained behavior, like say "mildly allergic t ...
 
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