[ScryMUD] News and Updates
Edward Roper
eroper at wanfear.com
Wed Dec 29 20:48:32 PST 2004
We've had some great volunteer efforts and contributions lately. I'd like to
take a few moments to highlight those as well as to keep everyone up to date
on ScryMUD development. I think I'll send out updates like this whenever there
are significant events taking place.
Thanks for being a part of ScryMUD,
Edward
Contents:
I. Currently in the Works
1. Weather and Climate
2. Hegemon Development
3. Builder's Guide
4. Balancing Act
5. The Website
II. On the Drawing Board
6. Equipment Classes
7. Random Equipment
III. In Support of Development
8. QA Test Framework
9. Source Documentation
======================
Currently in the Works
======================
Weather and Climates
--------------------
Gingon has been busy implementing in-game weather and climates. At last
update this is very near completion. In my opinion these feature-adds will
contribute significantly to the subtle ambiance of the world.
Hegemon Development
-------------------
Jaeger has taken over development of Hegemon, the ScryMUD Java client and
builder tool. I'll leave it to her to reveal her grand plans ;)
Builder's Guide
---------------
I've started on a ScryMUD Builder Guide in DocBook[1] XML. Currently I
think most builder knowledge is obtained via. oral tradition. Contribution
to this project is most welcome. I imagine this will be a pretty slow going
project (I hate writing documentation). I'd like to follow this up with a
"New Player Guide".
If you'd like to contribute and aren't familiar with DocBook XML, don't
worry. Although presentation goes a long way toward making documentation
more accessible, it's the content that matters most. Feel free to send your
contributions as plain text. I'll be happy to convert them for you. If on
the other hand you'd like to give DocBook a shot there's a pretty good
reference at the DocBook site[2].
The Builder Guide is available via subversion:
svn co http://www.wanfear.com/svn/scrydocs/trunk scrydocs
svn co https://www.wanfear.com/svn/scrydocs/trunk scrydocs
Once this has "filled out" a bit I'll keep current copies up on the
website in various formats.
1. http://www.docbook.org/
2. http://http://www.docbook.org/tdg/en/html/docbook.html
Balancing Act
-------------
A short review of the skills/spells currently available reveals a huge
balance skew, not just crossing class boundaries but within the skill-sets
of a class. Addressing these concerns is a broad project. I'm not a very
good statistician nor have I ever been fond of calculating probabilities.
If you are and would like to donate some of your time... (hint, hint) In
the meantime, I'll being plugging away slowly.
The Website
-----------
In order to better facilitate the development and restructuring of the
ScryMUD website I've created a subversion repository for it. Currently
Jaeger is spearheading the initial revamp. The repository is not yet public
access, so contact me if you'd like information on helping out.
====================
On the Drawing Board
====================
Equipment Classes
-----------------
Equipment "Classes" are on the drawing board. Essentially these will allow
builders to arbitrarily categorize equipment and assign these categories to
mobs. Random gear will be loaded onto the mobs from this category-pool.
These categories will be implemented with objects as their members. That is
you won't associate a category with an object, but rather an object with a
category. This will allow the same object(s) to exist within many classes.
For example:
Class: garland_citizen_weapons
Member: a short sword
Member: a dagger
Member: a boot knife
Then you could take a garland "citizen" mob and associate
"garland_citizen_weapons" with it, telling it that at least N items from
this class and N max items from this class should be loaded onto the mob.
Along with this I'm going to try and make mobs a bit smarter, using the
appropriate gear when the occasion calls.
Random Equipment
----------------
Randomly modified equipment is on the drawing board. These will be standard
objects (armor, weapons, etc.) that can be marked as candidates for random
bonuses/penalties. These bonuses and penalties will be based on random
chance in addition to the location and (if applicable) mob possessing the
item. Hopefully I can come up with a way to attach meaningful "identify"
titles to these objects. Modifiers will in 99% of cases be very small, yet
significant enough to warrant people checking out their equipment.
=========================
In Support of Development
=========================
QA Test Framework
-----------------
I'd like to get a nice test framework put in place. I've never been an SQA
guy, so I'm not too terribly familiar with best practice as far as this
goes. Whatever we end up with I'd like to utilize a decent coverage tool
and automated builds / tests. The latter is less important to me than being
able to say with confidence that a given release is "stable".
If you happen to be familiar with this sort of thing, have a few cycles
to spare, and you're interested in helping please let me know.
If you have any experience (and therefore input) about various tools such
as gcov, I'd be interested in hearing about that as well.
Source Documentation
--------------------
I'm looking at DoxyGen[1] as a possible documentation tool. I'd like to
document where appropriate to lower the barrier to code contribution. Along
with this perhaps we'll get a better big picture as to which interfaces and
object models need to be revisited. If you have any input about how to
best accomplish this, please chime in.
1. http://www.doxygen.org/
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