From: dulm@Chaos.mcs.kent.edu (Darrell Ulm)
Newsgroups: rec.games.design
Subject: Re: Generic Object Description
Date: 7 Apr 92 04:48:10 GMT
Article-I.D.: mcs.1992Apr7.044810.28157
Organization: Kent State University

In article <11223@mindlink.bc.ca> a3619@mindlink.bc.ca (Chris Harwood-Jones) writes:
>> Has anyone ever attempted to create an adventure which included some
>> sort of generic object description language so that the effect of
>> objects on other objects can be calculated in some fashion, instead of
>> just having tables and tables of interactions?  Or so that new objects
>> can be brought in just by defining their characteristics?
>
>I have been dealing with that same problem in designing a computer RPG. Having
>just moved from a structured-programming approach to an object approach (and am
>redesigning from scratch), my current thoughts are far from sophisticated, but
>heres what I have so far:

I see some problems here, you are too specific for a gaming world.  To
simulate reality, think form and function.  Function is not armour...too
specific.  Think of matierals and and actions that can transform a
material to suit a purpose...
>
>ROOT CLASS:  "Thing"
>        name
--	let players in the world name it.
>        weight  monetary value
	weight is importatnt...how about matierial...linked list of elements?
>        ability to withstand damage
		hard one!
>        how carried:
		based on weight and form...also hard
>                wearable (e.g. a coat),
>                carryable (e.g. a ball), or
>                liquid (e.g. a pint of beer)
	solid, liquid, gass is importatnt...
>        how many (for object groups;  e.g. "20 arrows"
		yes, could take and arrow...break it and thus
		remove it from general 'arrow' list...then
		there are 2 new items each with some characteristics
		of the arrow.
>        type (is this object a member of a special subclass?)
>
>SUBCLASS #1:  "Container"
>        capacity
>        percentage of carried items' weight negated
>                (i.e. Bag of Holding or suspensor field)
>        does it carry liquids or solids?  (i.e. wineskin vs. backpack)
>
	too specific
>SUBCLASS #2:  "Armour"
>        protection type & value
>        hit location(s) affected
>
	too specific
>SUBCLASS #3:  "Weapon"
>        hand-to-hand stats:
>                technique(s) required, held one- or two-handed
>                possible attack types
>                damage
>                speed
>                reach
>                minimum strength
>                (other stats as required by the combat system)
>        throwing stats:
>                (all HTH stats except that "reach" is changed to "range")
>                accuracy
>        firing stats:
>                (include all throwing stats except "minimum strength")
>                ammunition required
>                cartridge size (e.g. a pistol can hold 6 bullets)
>                reload time
>
	ditto
>SUBCLASS #4:  "Spellcasting Item"
>        spell cast by the item
>        must be activated?
>                activation time
>                activation requirements (e.g. "clerics only")
>                number of charges
>
>        affects others?
>                range
>
>NOTES:
	do non magical first and you are a genius!
>
>On Weapons:

dulm
Newsgroups: rec.games.design