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High Level Design Goals

  • Accessible to average hobbyist coders. (Running on Windows helps a lot here.)

  • Capitalize on an untapped market of coders. (This is a great benefit; C/C++ coders who are interested in MUDs have hundreds to chose from, but we have an untapped market.)

  • Help coders develop job skills through the use of common job tools and practices. (IE build experience with a modern Visual Studio, a modern industry-entry-language, and other common job tools and practices.)

  • Attractive code base using modern coding practices.

  • Stable, performant enough to be a viable platform for running even the most popular of MUDs.

  • And above all, Have Fun!

 Design goals which support the high-level goals:

  • Full adoption of a Data Abstraction Layer. (Separates concerns of "how to get/store data" from "data". Allows admin to chose from a variety of DB storage options.)

  • Self-sufficient persistence tree. (IE player save, makes inventory save, makes items save, makes behaviors save...)

  • Highly data-driven world design. (IE world builders shouldn't have to know any code to make interesting, interactive worlds.)

  • Highly data-driven character abilities, which can be extended easily by non-coders. (IE skills/spells/socials are outlined and in data, linked to key supporting code. One-off skills/spells require no extra code.)

  • Easy to extend coded capabilities in key areas: actions, effects, behaviors.

  • Continue to foster a collaborative community, even after MUDs begin to use the code base for live MUDs. (IE it should be easy to "integrate" and "reverse integrate" changes between deployments, including some data like stock areas.)

  • Plug-and-play rulesets, without particularly complicating the continued collaboration as mentioned above.

  • One-key debugging. (F5 to launch TestHarness. No arcane manual steps in between.)

  • Self-sufficient service for deployments. (If the game crashes, the service restarts.)

  • StyleCop compliance (helps with accessibility, attractiveness, and is certainly used in the workplace).

Vision and Direction

Vision Statement
WheelMUD WorldView
How is the work is structured in WheelMUD?
  View the High Level Roadmap.
Where do I sign up?

For Developers

What do I need to work with WheelMUD?
Getting the Source from our Subversion repository
Configure the source to run on your PC
Dictionary of WheelMUD Terms
Understanding WheelMUD's source code
Coding standards for WheelMUD's source code
  Regenerating the Data Access Layer with the T4 templates

For Administrators

Setting how rooms look to players
Setting how players look to each other
Customizing Character Creation

For Builders

Colorizing your text
Creating Rooms

Individual MUD Systems

RuleSets
  Guide to Items, things and behavior
The Help System

Reference

  How do I...
NVelocity Syntax Reference



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