Yeah, I know what you mean. I'm still learning how to do a lot of things, and I have about 4 or 5 small projects I"m either stuck or vacilating about between them.
"Eventually, I intend to create a series of linked modules that are persistent and dynamic and will permit *me* to enjoy endless hours exploring *my* world, which means a heavy reliance on db and emergent behavior not only in creatures, but in the area creation and theme-spawning... "
I know that's what _I_ want to play around in. I want to build something where things that happen can still be a surprise, even though I made it. I was thinking of various systems that could be used to keep the player busy, while still achieving an overarching story. The issue is being able to have a series of modules (or a system to handle these developments in ONE module) that I could change as we went. sort of wait for some great event players have been working towards, then allow the next environment or change or activity to unfold using these systems.
The DB based save system is sort of a requirement if I want to be able to replace the module with fixes...
And maybe allow for cutscenes that people could review again and again after the event is done. Or run those events over and over if people want to replay them, though I"m hesitent to implement an instance type system, though it is doable...
- Qlippoth
Modifié par QlippothVI, 20 septembre 2011 - 05:21 .