Hello. > Should some game things maybe be made account wide properties and not > character properties? Off the top of my head, I could think of things like > apartments.
KISS for now. Let's just make an account, we'll think about shared apartments later. Though I'd rather have shared apartments decided by players - so you can have one apartment shared by all your players, and also another shared by various people. Like a guild, that is :) > I don't really like an in-game solution. While easy to do, and easy for > all of us to deal with, its not great for new players. Menu driven is fine, then, and not too hard to do, I'd guess. > But I'm also not sure if your ingame comment refers to selecting a > character to play or creating a new one. For creating a new one, we could > perhaps leave the existing mechanism there since redoing is more work. But > making in game (map based) character selection I think would be more work > than just doing the appropriate dialogs. Current creation mechanism sucks. Yes. It's bad. It's evil. If only because first you choose stats then class - which then uses some stats more than others. So let's take the opportunity to rewrite the character generation mechanism. > Question on accounts: Where do we store this information? May be a flat > file or dbm file or something? After all, the only information associated > with an account is the name, password, and characters for that account - > not a lot of information here. But flat files don't work good if you have > thousands of entries. Flat file seems ok for me. Obviously, I could suggest an abstraction layer with a pluggable storage mechanism being DB/file/..., but in C that'd be a PITA to write :) > Step B: Character selection: > 1: Player can choose from existing characters (display names), create a new > character, or associate an existing character with this account (after all, > for all characters existing before this change, they won't be associated). > 2: If character selects existing character, just load up that character and > play - assume that if the character has been set up for account, there is > no need to check password, etc. > 3: If player creates new character, basically same as now, but we don't > need a password - like #2 above, since the character is associated with an > account, we use that password. > 4: If player needs to associated a character with this account, and for > character name and password. See if that is correct - if not, error out. > If so, verify that the character is not already associated with an account > (if so, give them an option to associate with this new account?). Once > player associates character with account, go back up to B.1 - player may > not want to play that character immediately - I could see a case when first > creating the account that you want to associate all your characters with > it. Seems ok. > Note also that within the client, in addition the existing logout, there > another option is needed. Logout could be as it is now - logout and go > back to metaserver selection. But also log out character and go back to > character selection - should make it somewhat easy for player to choose > which character to play. Yup. Nicolas -- http://nicolas.weeger.org [Mon p'tit coin du web]
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