New concept on Mud design
Posted: Fri Mar 03, 2006 2:57 pm
Here is another thought I had about how Muds are designed, which has not seemed to change much over time. Why do we have to stick with the old way of doing things? If you use a custom client for your mud it opens a whole range of options. One of the best benifits of this is the move some of the server workload to the client side.
Think about resources, instead of players waiting for resource to repop, the client can activate a mini-map for resource gathering, and just updated the results to the server when the player returns to normal play. Ditto for processing resources. Player inventory could be managed client side and updated when the inventory screen is closed. This could even allow player to work on and in their private buildings, updating when they leave. It could even allow for these tasks to be done offline, saved to file, and updated when they reconnect.
It's just a thought, but I think it could make for some good gaming that benifits both player and host. the player will have more options, and the host a reduced work load on the server.
What do you think?
Arureal
High Lord of Lowbies
Think about resources, instead of players waiting for resource to repop, the client can activate a mini-map for resource gathering, and just updated the results to the server when the player returns to normal play. Ditto for processing resources. Player inventory could be managed client side and updated when the inventory screen is closed. This could even allow player to work on and in their private buildings, updating when they leave. It could even allow for these tasks to be done offline, saved to file, and updated when they reconnect.
It's just a thought, but I think it could make for some good gaming that benifits both player and host. the player will have more options, and the host a reduced work load on the server.
What do you think?
Arureal
High Lord of Lowbies