More thoughts, and two stupid ideas.
As I said in the previous post, I'm just going to write down everything that comes to mind which might work, even though they likely don't scale or would be too resource intensive.
I'm also thinking of giving up trying to advance the high-level design anymore. I'll leave it the way it is with the newer positions (with the shorter pathing) and implement the damn thing. This good, bad? Input would be nice, even though there likely won't be any. Are there any communities I might have some luck linking this in?( mirrored pairs, or no maps at allCollapse )
Server structure. Big problem #1
The server structure of goblin is something I'm still not decided on. I'll illustrate below a few different designs, the old goblin design, and the newer goblin design. To people who've seen this particular rant before, I've updated it and added a paragraph or two near the bottom. I'd appreciate real feedback or good ideas.
Once I solve the server structure problem (or at least get something "Good enough") I will start detailing how I think the protocol systems should work.( graphs n'stuffCollapse )
Goblin dev post #1
This is an obligatory "HELO AN-D WELCOM-E!" post.Goblin
is a server system design for games like "EverQuest", "Asheron's Call", "Anarchy Online", and friends. Except it will be abstract, Free, and hopefully lightweight. It can also be used for rapid-prototyping of game designs.
I have a few posts to fling up here, but sleep is first.