Separating UX from Functionality (Design Patterns!)
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@RnMissionRun said in Separating UX from Functionality (Design Patterns!):
I just started a project to create a Myrddin's style BBS for Evennia but I do not have the expertise to integrate it with a web forum.
The great thing about what @Sparks is doing is that it avoids this entirely. It just passes data up from Evennia and sends new messages back to it. The forum is handled entirely by the game.
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So here I am, installing server code from a new game, and I find out that @Chime's TinyMUX fork has this gem:
- Contains @raelik's ATCP code.
I look this up. It's apparently GMTP!
And now we know.
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If everything is in a database, then all you need to do is decide how your web interface looks. What holds back most games is that they use the binary data files, which aren't useful for the purposes of outside interfaces. That's how the infamous RFK patrol interface worked. It's also how the staff territory modification system worked.
That being said, re: job system to DB, we already have a job system made to work entirely within a DB: MuReq
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+
is non-optional.
The 's' on+jobs
is non-optional.This is a UX complaint in the wrong thread, but it's always bugged me about the existing jobs systems.