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High Level Roadmap
Last Post 02 May 2010 07:29 AM byfeverdream. 4 Replies.
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slowreflexUser is Offline
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01 Jun 2009 12:17 AM  

 

High Level Roadmap  

0.1 = (done)
0.2 = (done)
0.3 = basic perstence (rooms, items, mobs), logging
0.4 = MEF, basic remote admin, win service, equipment, race, attribs, align
0.5 = basic combat, skills, spells, settings, economy, weather
0.6 = party, guilds, chat channels 
0.7 = quests, paging, msg boards, ticketing
0.8 = intermud, player housing / in-game building, professions
0.9 = admin-events support, pets (and mounts)
1.0 = release polish

1.1 and beyond = ranged combat, multiple currencies, item durability, flight, underwater

 

Some more things I've though of:

Auctions

Banks

Instances? (like WoW has personalized dungeons that get created just for the group and can only be seen by the group)

Custom Color / Prompts etc.

Macros

... I'll think of more.. don't worry 

KarakUser is Offline
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01 Jun 2009 01:12 AM  

I think I'd call auctions and banking "advanced economy" and slate that at 1.1+ as a basic MUD needn't have these things but moreso because they can be kinda mud-specific.

Instances is also an idea that crossed my mind, but I was hesitant to address it. (Edit: Link). If we want to move forward with it, I'd push for 1.1 and beyond.

Custom prompts fits with the 'settings' theme of 0.5.  This is pretty minor/easy and needn't be called out in the roadmap.  Not sure what you mean with colors; users can already cause color changes stuff with their communications and such.  (I don't think we sanitize user data yet though, to prevent malicious usage.)

Aliases/macros would fit for 0.5. (Fortunately it should be a simple matter of ripping the command out of the project if the MUD admin is opposed to them rules-wise, etc.)  Also pretty minor.

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02 May 2010 02:12 AM  
I dont see Legal Systems on that list.


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02 May 2010 07:07 AM  

Cool ideas for in-game legal systems you posted.  I think the deep implementation details come quickly into world/game-specific territory (beyond the MUD engine) although this may allude to some MobileBehavior building blocks and the like which should be present in the core engine and proven by example.  Having a flexible and deep ArrestsBehavior which would be configurable to support customizable rules / triggers / reactions and so on as described could be suited to the 1.1+ timeframe.  Some sub-behaviors for combination with, and underlying eventing needed to enable such deep behaviors, and so on, should probably come in earlier than that.

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02 May 2010 07:29 AM  
The important thing is that the engine will support it; Adding config files for it is not a problem, if the legal system is per area or whatever and the rules are selected based on the areas properties so be it.. but things like that will really help keep control and help mud Wizards/Admins.
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