Monday, May 11, 2015
Monday, May 4, 2015
Quick bit of legacy engineering with a refresh on the TinyMud generation.
Once the sever is compiled and running will start with the dig command and see how we go from there.
A small diversion:
@list cost Digging a room costs 10 Pennies. Opening a new exit costs 1 Penny. Linking an exit, home, or dropto costs 1 Penny. Creating a new thing costs between 10 and 505 Pennies. Creating a robot costs 1000 Pennies. Killing costs between 10 and 100 Pennies. You must spend 100 Pennies to guarantee success. Computationally expensive commands and functions (ie: @entrances, @find, @search, @stats (with an argument or switch), search(), and stats()) cost 100 Pennies. Each command run from the queue costs 1/64 Penny. A 10 Penny deposit is charged for putting a command on the queue. The deposit is refunded when the command is run or canceled. The value of an object is (After changing currency from Penny to Bit I am ready to start coding the first room.
/ 5) - 1. The default value of cloned objects is 10 Pennies.
The best mush tutorial located to date is from Nick Gammon
And the wizard reference can be found here
The in game help for tiny mush 3 is pretty nice, here is help entry for exits:
Topic: Exits An exit links one location to another location, providing a way to travel on the MUSH. Although normally used to link rooms together, exits can be made to and from players and objects. The location that you are traveling from is the exit's source; the location that you travel to (where the exit is "linked to") is the exit's destination. You can pick up an exit that you control, or which is in a location that you control. You can drop an exit anywhere that you control; if you have the Open_Anywhere power, you can drop an exit anywhere. The source of an exit can also be changed via the @teleport command. If an exit is set DARK it will not show up in the list of obvious exits in a room. Continued in 'help Exits2'.Goodness...
- build wizard and player web frames
- build mapping tool
- add media and text encoding
Friday, May 1, 2015
old spreadsheets are fun, especially ones with zombies and trailer parks...
Fix sound clipping that happens when dozens of attack or damage sounds play on top of each other or in short succession
Even in 2D spatial audio is important as many things emitting from a single point is not a realistic scenario.
Like their women folk, the angry farmers in large groups tended to synchronise their tool wielding, the charms of clock work.
Pixel distance, world scale, speed of sound, fall off attributes of shotgun microphone attached to game camera etc...
20 years before coding Zombie Trailer Park I was a zombie sprite, proudly pictured here on title page for Vision Software Amiga gore fest.
Both Flash and Amiga are dead now, zombie hardware in death throws of last clock cycle never to read your code again.
Will C++ be engineering de rigueur 20 years from now or become a zombie platform itself?
If the recordings fade will the performance of our work continue or is the mozart of our age still some generations from conception?