> ObCircle: > > I am curious about event based systems, and I am wondering about what > people think is the best circle system. I like the theory of event based systems, but I've grown rather accustomed to using the d&d style pulse based system. I realize that an event-based game engine would add a flavor of realism, and is not very hard to do, but simply put, it would add a level of complexity that I would not want to get involved with... every action, every occurance would have to be re-written to be timed... No.. i realize you wouldn't have to time EVERY event, but if many are going to be the same, why not just leave pulses in there - thats what THEY do. I think it boils down to the age old question: Is the gain worth the effort. Now, this isn't to say that event systems shouldn't be in place. Heck, about the third thing I did was write an event engine which is called on-demand, for commands that have specifically been given time delays. There is no simple way to implement time-delay events, or to have them interact (before and during execution), without some moderately thought out engine. I use mine for something as minor as making mob programs hesitate while speaking - instead of saying everything at once, to a timed shutdown, to something as complex as multi-step spells. IMHO: The existing pulse-based engine works well, and is easy to balance - events should be called only when necessary. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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