Re: [CODE] Time and other musings

From: QA Developer (developer@csgmail.artisoft.com)
Date: 06/17/99


I come from ENVY based code and am still learning all the ins/outs of
Circle. but in Envy we used WAIT_STATE()
which would cause a wait based on actions.  each skill/spell/action has a
wait state associated with it.

At 10:15 AM 6/17/99 -0600, you wrote:
>> >Secondly, has anyone developed a round-time based command
>> system, like that
>> >of GemStine III and Dragonrealms?
>> seconds it
>> >takes before you can execute the command again. Obviously, as
>> you get better
>> >in the skill your round-time for that skill-command decreases. Do players
>> >mind this?
>>
>> Check out wait states.
>> Look in the bash command for an example of how to
>> use them.
>>
>
>"Yeah but"... simply tying into the wait_state game PULSE stuff doesn't
>really take into account the players skill level (it provides a static
>limitation on a commands execution regardless of other situations - as far
>as I can tell).  Please tell me if I'm wrong though (I've just started
>coding Circle).  Would it even be feasible to apply the "game pulse" timing
>to an individual "player pulse" timing?  System things still need to happen
>based on the game pulses, but there should be a "player pulse" that is taken
>into account.
>
>I'm glad someone brought up the "timing" issue actually, because I'm looking
>into using some cyberpunk rules that rely heavily on a characters
>"Quickness" (sort of like Dexterity and Agility rolled into one)...  only
>now am I pondering how this is going to fly with how things currently work
>with the Circle-based code. (Bear with me, the following are my thoughts in
>progress... *smirk*)
>
>Every command has to fall into several categories - like Simple Action or
>Complex Action.  Take just one example, reloading a weapon.. some weapons
>require a complex action to reload while others only need a Simple Action.
>Using another example everyone should understand.. when you "look in corpse"
>(supposedly rummaging through a corpses pockets and "searching" the body)
>that is a Complex Action and should take LONGER than a Simple Action command
>like "get <item>".
>
>Another question I think he was asking.. "Does it affect playability?" - "do
>players mind?"   Yes, definately. If you typed a command to "look in corpse"
>and every time you tried typing "kill monster" the system returned with "you
>are currently doing something else"... would the player mind?  To me, on one
>hand, it's much more realistic and your actions have to be planned a little
>more.. do you really want to search that corpse and "get all" when another
>monster has just entered the room and could attack?  BUT, on the other hand,
>in real life you'd STOP searching the corpse and start to fight whatever was
>attacking you (then go back to searching the corpse again after killing the
>new attacker).. SO does it really matter how long it takes to search a
>corpse?  No.   Actions like "get" and "look in" shouldn't be affected by
>timing.. because it would severely affect the games playability.
>
>However, with BASH, I think timing should definately be a factor (throwing
>yourself bodily at an opponent - it'd take time to recover yourself, so you
>shouldn't be able to do anything else)... for a period of time after
>bashing, the system should respond "you are recovering yourself".   AND if
>you have a higher skill at BASH, then it should take less time to recover
>(this is important.. it shouldn't take the same amount of time for every
>character to recover after bashing).
>
>I've decided to implement timing with the LOAD/RELOAD commands.. so if a
>player is reloading a weapon, then attempts to IMMEDIATELY fire that weapon
>at an opponent, the system will say "you are still reloading"... and if you
>have a higher Quickness rating, then you should be able to reload faster.
>
>I don't think the players would mind a LITTLE realism, but if every single
>action had to take place in "real time" then the game would be very lame.
>
>There.  That's what I think about time as it applies to a players actions
>and how it affects playability.  Now I just have to figure out how to
>implement "player pulse"... heh.
>
>---
>Joe Rykowski ('Cyklop'), SysAdmin/Builder/Coder
>>> C.O.R.E. MUD - a post-cyberpunk adventure
>>> http://members.xoom.com/CoreMUD/
>
>
>     +------------------------------------------------------------+
>     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
>     |  http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html  |
>     +------------------------------------------------------------+


     +------------------------------------------------------------+
     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
     |  http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html  |
     +------------------------------------------------------------+



This archive was generated by hypermail 2b30 : 12/15/00 PST