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FF Sparks (Casual)

Riverdark Project

So, in an effort to feel like I'm doing something useful outside of work, I've sort of started to revive work on the Riverdark Project over the past few weeks. I've decided to re-do a lot of the code in hardcode, and make it simply possible to override in softcode. I'm going to create an RDP plugin module for TinyMUSH 3.1, which will provide core functionality all RDP systems will use; other modules of RDP will be loaded by the RDP plugin module, rather than as standalone TinyMUSH 3.1 modules -- i.e., only 'rdp' will ever show up in the modules list in @version, but something like '@rdp/version' would show you all the version info and all the installed RDP modules.

I've begun to prototype RDP's module API and some of the core stuff -- I'm making RDTags into hardcode, as well as several other support systems I always use. Why am I posting about this? 'cause I'd love feedback from those who are at all familiar with the design I've been doing for RDP, as to what they'd like to see. I was initially considering making RDP require MySQL, and hardcoding it to use a SQL data store, but I'm not certain that's the best path, for instance.

Feedback? Ideas? Questions as to what the hell the Riverdark Project is? :)


*Raises hand*

I'll bite. What the hell -is- Riverdark?
The idea is to create a core system that plugs into MUSH and provides a complex, theme-independent system for building a game. Sort of like how Firan is, but designed from scratch.

So the basic RDP module would provide some core functions that all modules would use, and some core administrative commands, and support for reading RDP config files, etc.

Then you might load rdp_npc to load in an NPC system. You might load rdp_combat to add a combat system. You might load in rdp_socioecon to add in a socioeconomic system. Etc.

The idea is that you have a nice, packaged set of tools that provides an efficient, clean and comprehensive set of systems to create a really in-depth game without having to code them, and that it's modular so you don't need to worry about 'well, I don't want the economic system' or 'well, I don't want vehicles' or whatever.

Basically, I want to make it easier for people to make cool, in-depth MUSHes without having to invest years and years in development of systems.
Basically, I want to make it easier for people to make cool, in-depth MUSHes without having to invest years and years in development of systems.

Now -that- I can understand. If anyone could do something like that, you can. It would rock!
Sounds wonderful! I can't wait to see how the project works out.

I (heart) RDP!
I was going to ask the same question, but I see it was answered. Cool!

Um, hate to sound grandma, but... and chance of seeing another red-headed 'net girl? I don't if you've checked that other e-mail lately, but she is missed. *hug*
Yes; with 2.0 Pro public beta out, I'm trying to catch up on those posts as well. That's the other thing I'm doing. :)
It's useful because a lot of the system design relies on relational database stuff. The other problem is that the GDBM attribute system MUSH uses is seriously flawed when you get into huge numbers of uniquely-named attributes; the only game I know of which has a system like this handled entirely in-DB has a huge database bloat and efficiency problem.

However, Metafile sounds useful, I'll look into it. :)