ulario / kotaka

A mudlib inspired by Skotos. Runs on the DGD engine as well as the kernel library.
GNU Affero General Public License v3.0
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Preemptive bug: Make sure the bootstrap world is consistent #13

Open shentino opened 3 years ago

shentino commented 3 years ago

See PR 11 for more information but the author pointed out an inconsistency

  1. The name of the boot world must be simple and boring to encourage creativity, aka avoiding the "humpbacked bridge" syndrome pointed out on the DGD mailing list
  2. Aerth is the name of a planet in a specific instance of kotaka that shouldn't be part of the public repo
  3. Snouns and Pnouns must be set up properly

snouns: world, planet pnouns: worlds, planets

Should probably also have a planet archetype set up

OH! Don't forget to integrate this with the new detail system. Make sure the nouns are attached to the planet archetype's default detail.

francipvb commented 3 years ago

Hello again,

Is there any documentation about things and archetypes and how to use them appropriately?

shentino commented 3 years ago

No but there definitely should be.

shentino commented 3 years ago

See https://github.com/shentino/kotaka/issues/14

shentino commented 3 years ago

Hello again,

Is there any documentation about things and archetypes and how to use them appropriately?

For now, serving as support, I'll explain here

Things are physical objects in the universe with mass and volume and density and so on and potentially containers. This applies to apples, dragons, warriors, planets, stars, black holes, fluids, a mouthful of water you haven't swallowed yet. Skotoslib by Skotos Tech gets credit for the inspiration on this one.

Archetypes are from phantasmal by Noah Gibbs, which was itself inspired by Skotos Tech. THey serve the same purpose in phantasmal that Ur objects do in Skotoslib, which is probably where the inspiration came from. In kotaka they function much like base classes and use the same type of inheritance scheme roughly that C++ provides. Though archetypes in kotaka are a form of data inheritance, whereas DGD handles the actual code based inheritance of the blueprints/master objects. Basically, kotaka is doing with properties the same thing DGD is doing with the internal bytecode after an LPC source file is compiled.

My apologies for not having this documented better

shentino commented 3 years ago

Also the concept of "data inheritance" was also inspired by Skotoslib