You know that bit in the description regarding over-ambition and general lunacy? Well, this here should explain it nicely.
Everyone who plays games has ideas to improve them. Well, maybe not, but I do. And my friends do. And we talk about them. Many ideas, most of them utterly and completely terrible. I've also spent a good time (in undergraduate lectures, of cours), developing a setting for tabletop roleplaying. While I haven't run a game in years, I'm still enamored of the setting I built. The 2 Twilight games were built on this setting.
The conclusion to all this, is that I really want to make this setting a virtuality. Not a reality. That'd be complicated. A virtuality; a persistent environment. Er, an MMO, if you want to be uncouth about it. The concept of starting from nothing and building even a small part of the world is... enticing.
The obvious problem is that these games are hard, and expensive. Look at the state of the industry right now. Overworked and underpayed for late games, most of which fail. And the MMO market is worse than the typical games market in those regards.
You're beginning to see the connection to "over-ambition and general lunacy"? I hope so.
After NegativeAgain became fun, and I became more used to work and schedule wrangling, it was time to start the project. The goal is to make a persistent environment. The theory was to keep the system possible by limiting its scope. That is, the core system would only handle a small set of behaviors. This keeps the networking communication, server-side communication, and related programming time low. Complex behaviors need to be built up from the basic stuff. It's a pretty standard layered abstraction.
The system manages 6 data tables, attribute types, states, actions, entity types, event ids, and effects. Effects got added in as a method for containing complexity. These are effectively just functions that actions use to execute. Events and Attributes could be removed entirely, as they just provide a name. However, I prefer having a sort of 'strongly typed' system, so laying out the set of attributes and events explicitly makes a lot of sense to me. In the long run, attributes ended up with a bit more data anyway (default value, derivation formulae). The low level data system handles serialization, update, etc. It also has a wrapper that supports a server-client set up for the database. I never use this, though, so it's probably rotted.
The next layer up takes this data and executes it. I call this the Zone level. The zone is actually quite simple. It's just a set of entities. There are no other types of objects. If it isn't an entity, it doesn't exist. Sometimes this feels weird when you're working above this level, but it's clean and simple, once you're used to it.
On top of the zone lies the server communication management layer.
Also on top of the zone is the sort of game logic. It's implemented largely within the system, using states and types constructed either in code or within the system editor. Note that this means that the game management and communications layers are completely independent.
The important thing here is that all the guts are in their appropriate places. The gamedata layer (bottom) is the only layer that cares about the gamedata storage method, serialization, interfaces, management, etc. The upper level pretty much uses 2 interfaces, aside from initialization. The zone layer manages execution of said data. The server does server things, and the game manages game things.
So there's clearly a lot of things that I didn't mention. No zone-to-zone communication at all, for example. No instancing, no classes, no weapons, no items, etc. Everything is built within the system, that way everything works without updating the protocols. Items are just entities too. Classes are states. Instances? Well, that's just a new zone.
So now, to make a game that uses what we've got, and not what we've not. Next time.
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