POM is built on
the single basic premise that "everything we do gives way to, or is in response to,
some perception such as sight, sound or pain". While it may seem rather logical, it provides a
concept that is radically different to existing and older MUD
codebases, such as Envy or Circle. Every Entity within the
world will react to any perceptions that it can perceive, as
appropriate for its type, race, skill set and so on. More
details will be covered in the section labelled "Perceptions".
In an Object Oriented
context, this concept gives rise to a whole series of
innovative functionality that has only been briefly touched
upon in legacy codebases. Actions become naturally grouped
into perceptions, providing a quick and easy structure for
commands; a command consists of a series of actions that cause
perceptions in nearby Entities, causing a large proportion of
command functionality to be implemented by the perceiving
Entity.
Perceptions also
provide a perfect type of data structure with a form of
meaning that can be used quite readily in a Knowledge Based
Artificial Intelligence context.
POM also aims to take
the opportunity of a clean slate to introduce a variety of
functions from the ground up, including but not limited
to * A database
oriented system with the ability to easily change in game
settings and messages
* Administrative
consoles external to the
game * Arbitrary
enumerations, such as race, hair and eyes, editable by
administrators at run
time * Arbitrary
equipment slots, editable and updateable at run time
time * Timezone and
Weather systems
systems * Flexible
interaction and transformation between Entity
types * A departure
from traditional level and class based
systems * City
Economies
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