Thanks for the advise. I am no ware near ready to do this as i am just learning to use python. I just thought it would be interesting to see a mud made in python rather then always in C or C++. So for now I am only going to start out making small programs to learn with. So thanks for answering the question.
On Mon, 24 Jan 2005 00:04:25 +0000, Max Noel <[EMAIL PROTECTED]> wrote: > > On Jan 23, 2005, at 23:57, Kevin wrote: > > > Well not sure how to answer that but I will try. For file I/O you > > would have a seperat file for each character that would store > > HP/MANA/MOVE points, store items that the character would have on. > > Areas would be loaded from there own files with all the creatures and > > items for that area in the same file. Spells would probably have there > > own seperate file to load from. As far as unning the game it would be > > run on a redhat linux server. > > That's a bizarre design choice (for the characters, I mean), this just > screams Database, especially since you may find yourself with > concurrent write accesses on some files (e.g. a player attacks another > while the other is moving). > > Anyway. This looks like you'll be doing lots of file I/O, with a few > calculations inbetween, right? Then unless your server is really > shitty, Python should handle this just fine. > > -- Max > maxnoel_fr at yahoo dot fr -- ICQ #85274019 > "Look at you hacker... A pathetic creature of meat and bone, panting > and sweating as you run through my corridors... How can you challenge a > perfect, immortal machine?" > > _______________________________________________ Tutor maillist - Tutor@python.org http://mail.python.org/mailman/listinfo/tutor