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	<title>Comments for Openbracket</title>
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	<link>http://www.openbracket.ca</link>
	<description></description>
	<lastBuildDate>Wed, 05 Jan 2011 04:45:51 +0000</lastBuildDate>
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		<title>Comment on Lantern by Douglas</title>
		<link>http://www.openbracket.ca/lantern/#comment-607</link>
		<dc:creator>Douglas</dc:creator>
		<pubDate>Wed, 05 Jan 2011 04:45:51 +0000</pubDate>
		<guid isPermaLink="false">http://openbracket.ca/?page_id=266#comment-607</guid>
		<description>Hi there!

This is great... your approach to player influence in your world is just what I looking for. Let me explain to you.

All my life I played pen &amp; paper RPG (or TRUE RPG, as I prefer to call), but also liked to play videogames and internet games. Nowadays we can see a log of browser-based games that are nice, but lack of the interaction of a true RPG.

Well, I&#039;m willing to correct that, making a more interactive game that looks more like a pen &amp; paper RPG, with the simplicity of a web game. I just started to acquire knowledge on programming PHP to do so... but is a long walk. I&#039;m already a web designer with a lot of experience in graphic design, html and css, but since I didn&#039;t found any engine that fits my desires, I must learn to program to do so...

In my quest to become a programmer, I found your website and your amazing tutorials, but my real surprise was to find the Lantern page and discover that you also have a different approach to web gaming. Your idea of making the scenario change on player&#039;s actions is awesome and is just what I&#039;m looking for.

I have some great ideas in this aspect too and can contribute with design, content and planning, if you want (and need) to.

Please, contact me so we can talk about this.

thanks

Douglas d&#039;Aquino</description>
		<content:encoded><![CDATA[<p>Hi there!</p>
<p>This is great&#8230; your approach to player influence in your world is just what I looking for. Let me explain to you.</p>
<p>All my life I played pen &amp; paper RPG (or TRUE RPG, as I prefer to call), but also liked to play videogames and internet games. Nowadays we can see a log of browser-based games that are nice, but lack of the interaction of a true RPG.</p>
<p>Well, I&#8217;m willing to correct that, making a more interactive game that looks more like a pen &amp; paper RPG, with the simplicity of a web game. I just started to acquire knowledge on programming PHP to do so&#8230; but is a long walk. I&#8217;m already a web designer with a lot of experience in graphic design, html and css, but since I didn&#8217;t found any engine that fits my desires, I must learn to program to do so&#8230;</p>
<p>In my quest to become a programmer, I found your website and your amazing tutorials, but my real surprise was to find the Lantern page and discover that you also have a different approach to web gaming. Your idea of making the scenario change on player&#8217;s actions is awesome and is just what I&#8217;m looking for.</p>
<p>I have some great ideas in this aspect too and can contribute with design, content and planning, if you want (and need) to.</p>
<p>Please, contact me so we can talk about this.</p>
<p>thanks</p>
<p>Douglas d&#8217;Aquino</p>
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		<title>Comment on SSH&#039;ing into Ubuntu on Virtualbox from Windows to maintain my sanity by Fortuente</title>
		<link>http://www.openbracket.ca/sshing-into-ubuntu-on-virtualbox-from-windows-to-maintain-my-sanity/#comment-635</link>
		<dc:creator>Fortuente</dc:creator>
		<pubDate>Mon, 28 Jun 2010 15:31:05 +0000</pubDate>
		<guid isPermaLink="false">http://openbracket.ca/?p=298#comment-635</guid>
		<description>For some reason I&#039;ve always had a hard time reassigning localhost to a VB server. Instead I prefer to set the VB server to use a static IP on the local network like 192.168.1.69 then access it at that address.

The bonus with that is that I then also forward port 80 in the router to that IP and then I can access the server from the internet if I am away from home.</description>
		<content:encoded><![CDATA[<p>For some reason I&#8217;ve always had a hard time reassigning localhost to a VB server. Instead I prefer to set the VB server to use a static IP on the local network like 192.168.1.69 then access it at that address.</p>
<p>The bonus with that is that I then also forward port 80 in the router to that IP and then I can access the server from the internet if I am away from home.</p>
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		<title>Comment on SSH&#039;ing into Ubuntu on Virtualbox from Windows to maintain my sanity by Shamus</title>
		<link>http://www.openbracket.ca/sshing-into-ubuntu-on-virtualbox-from-windows-to-maintain-my-sanity/#comment-634</link>
		<dc:creator>Shamus</dc:creator>
		<pubDate>Sun, 20 Jun 2010 22:15:25 +0000</pubDate>
		<guid isPermaLink="false">http://openbracket.ca/?p=298#comment-634</guid>
		<description>Hurrah! Glad to hear that it is working for you.</description>
		<content:encoded><![CDATA[<p>Hurrah! Glad to hear that it is working for you.</p>
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		<title>Comment on Windows + VirtualBox + Ubuntu + nodejs = hooray! by SSH&#8217;ing into Ubuntu on Virtualbox from Windows to maintain my sanity &#124; OpenBracket</title>
		<link>http://www.openbracket.ca/windows-virtualbox-ubuntu-nodejs-hooray/#comment-578</link>
		<dc:creator>SSH&#8217;ing into Ubuntu on Virtualbox from Windows to maintain my sanity &#124; OpenBracket</dc:creator>
		<pubDate>Sun, 20 Jun 2010 13:49:37 +0000</pubDate>
		<guid isPermaLink="false">http://openbracket.ca/?p=211#comment-578</guid>
		<description>[...] out this post I already wrote on how to forward a port on your VM for the host to [...]</description>
		<content:encoded><![CDATA[<p>[...] out this post I already wrote on how to forward a port on your VM for the host to [...]</p>
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		<title>Comment on Today on the internet&#8230; by lolninja</title>
		<link>http://www.openbracket.ca/today-on-the-internet/#comment-633</link>
		<dc:creator>lolninja</dc:creator>
		<pubDate>Wed, 09 Jun 2010 15:04:07 +0000</pubDate>
		<guid isPermaLink="false">http://openbracket.ca/?p=292#comment-633</guid>
		<description>/me has dispatched an elite squad of snorkel toting ninjas who are currently preparing to board the lmaopriate&#039;s vessel, their standing orders are to shrunken on sight!</description>
		<content:encoded><![CDATA[<p>/me has dispatched an elite squad of snorkel toting ninjas who are currently preparing to board the lmaopriate&#8217;s vessel, their standing orders are to shrunken on sight!</p>
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		<title>Comment on Zork/MUD-like basic item structure by bardic</title>
		<link>http://www.openbracket.ca/zorkmud-like-basic-item-structure/#comment-626</link>
		<dc:creator>bardic</dc:creator>
		<pubDate>Tue, 08 Jun 2010 12:18:41 +0000</pubDate>
		<guid isPermaLink="false">http://openbracket.ca/?p=278#comment-626</guid>
		<description>That is a pretty interesting approach. I will have to mull this over and see what I can do with a few examples. I&#039;m currently not using PHP though. Everything is in JS.</description>
		<content:encoded><![CDATA[<p>That is a pretty interesting approach. I will have to mull this over and see what I can do with a few examples. I&#8217;m currently not using PHP though. Everything is in JS.</p>
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		<title>Comment on Zork/MUD-like basic item structure by Ben</title>
		<link>http://www.openbracket.ca/zorkmud-like-basic-item-structure/#comment-625</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Mon, 07 Jun 2010 17:34:57 +0000</pubDate>
		<guid isPermaLink="false">http://openbracket.ca/?p=278#comment-625</guid>
		<description>The switch statement for me was replaced with an Eval.  Using the verb of the action, I can tell Ruby to instantiate a class based on that name (possibly adding something to it, like &quot;Service&quot;).

My server receives a valid command to &quot;move.&quot;  It then tries to instantiate a &quot;MoveService&quot; Class.   They may succeed, or fail.  If it fails, I don&#039;t have a class for that action yet (and could default to a &quot;IDontKnowHowToDoThatService&quot;).  If it succeeds, then I just tell the MoveService to execute().

The benefit is well defined responsibilities of all objects -- so when you go looking for a problem, it&#039;s easier to see where to fix it.  Or, conversely, you have nice bottlenecks to incorporate special cases.  e.g.  A movement service that&#039;s based on the type of player (&quot;giant&quot;,&quot;human&quot;,&quot;werewolf&quot;,etc.).  In those cases you incorporate the player&#039;s class into the action class name (VampireMovementService).

I don&#039;t know PHP well enough to say whether this approach might work for this case or not.</description>
		<content:encoded><![CDATA[<p>The switch statement for me was replaced with an Eval.  Using the verb of the action, I can tell Ruby to instantiate a class based on that name (possibly adding something to it, like &#8220;Service&#8221;).</p>
<p>My server receives a valid command to &#8220;move.&#8221;  It then tries to instantiate a &#8220;MoveService&#8221; Class.   They may succeed, or fail.  If it fails, I don&#8217;t have a class for that action yet (and could default to a &#8220;IDontKnowHowToDoThatService&#8221;).  If it succeeds, then I just tell the MoveService to execute().</p>
<p>The benefit is well defined responsibilities of all objects &#8212; so when you go looking for a problem, it&#8217;s easier to see where to fix it.  Or, conversely, you have nice bottlenecks to incorporate special cases.  e.g.  A movement service that&#8217;s based on the type of player (&#8220;giant&#8221;,&#8221;human&#8221;,&#8221;werewolf&#8221;,etc.).  In those cases you incorporate the player&#8217;s class into the action class name (VampireMovementService).</p>
<p>I don&#8217;t know PHP well enough to say whether this approach might work for this case or not.</p>
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		<title>Comment on Zork/MUD-like basic item structure by bardic</title>
		<link>http://www.openbracket.ca/zorkmud-like-basic-item-structure/#comment-624</link>
		<dc:creator>bardic</dc:creator>
		<pubDate>Mon, 07 Jun 2010 00:17:27 +0000</pubDate>
		<guid isPermaLink="false">http://openbracket.ca/?p=278#comment-624</guid>
		<description>Hey Shamus,
You are pretty close to how I plan my system to work ;) I will tell you more about it tomorrow.

Hey Ben, I can get the idea of a service, but I can&#039;t see a way to make the objects smaller other than taking out the callbacks and having a large switch. Maybe I&#039;m missing something when you talk about a service class, but from my understanding I would just pass the object (everything but it&#039;s callback) to a class that takes my command and the object and tries to figure it out instead of calling the callback? I&#039;m not saying the method I outlined is an ideal method (far from it) but I don&#039;t seem to see how a &#039;service&#039; method is better.</description>
		<content:encoded><![CDATA[<p>Hey Shamus,<br />
You are pretty close to how I plan my system to work <img src='http://www.openbracket.ca/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  I will tell you more about it tomorrow.</p>
<p>Hey Ben, I can get the idea of a service, but I can&#8217;t see a way to make the objects smaller other than taking out the callbacks and having a large switch. Maybe I&#8217;m missing something when you talk about a service class, but from my understanding I would just pass the object (everything but it&#8217;s callback) to a class that takes my command and the object and tries to figure it out instead of calling the callback? I&#8217;m not saying the method I outlined is an ideal method (far from it) but I don&#8217;t seem to see how a &#8216;service&#8217; method is better.</p>
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		<title>Comment on Zork/MUD-like basic item structure by Ben</title>
		<link>http://www.openbracket.ca/zorkmud-like-basic-item-structure/#comment-623</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Sun, 06 Jun 2010 15:54:47 +0000</pubDate>
		<guid isPermaLink="false">http://openbracket.ca/?p=278#comment-623</guid>
		<description>Having gone the route of adding the commands to the player object, I can tell you it makes for a very FAT object.  Lots and lots of logic on the player that really doesn&#039;t belong there.

My refactoring of this has led me to creating &quot;Service&quot; objects who handle the responsibility of actions.   A movement service, a combining service, a chat service, etc.  Leaving the Player and Item objects mostly responsible for storing/retrieving themselves along with validations and such.

Here&#039;s a post that explains the approach in more detail:  http://jamesgolick.com/2010/3/14/crazy-heretical-and-awesome-the-way-i-write-rails-apps.html</description>
		<content:encoded><![CDATA[<p>Having gone the route of adding the commands to the player object, I can tell you it makes for a very FAT object.  Lots and lots of logic on the player that really doesn&#8217;t belong there.</p>
<p>My refactoring of this has led me to creating &#8220;Service&#8221; objects who handle the responsibility of actions.   A movement service, a combining service, a chat service, etc.  Leaving the Player and Item objects mostly responsible for storing/retrieving themselves along with validations and such.</p>
<p>Here&#8217;s a post that explains the approach in more detail:  <a href="http://jamesgolick.com/2010/3/14/crazy-heretical-and-awesome-the-way-i-write-rails-apps.html" rel="nofollow">http://jamesgolick.com/2010/3/14/crazy-heretical-and-awesome-the-way-i-write-rails-apps.html</a></p>
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		<title>Comment on Zork/MUD-like basic item structure by Shamus</title>
		<link>http://www.openbracket.ca/zorkmud-like-basic-item-structure/#comment-622</link>
		<dc:creator>Shamus</dc:creator>
		<pubDate>Sun, 06 Jun 2010 14:31:20 +0000</pubDate>
		<guid isPermaLink="false">http://openbracket.ca/?p=278#comment-622</guid>
		<description>A lot of MU* systems that I&#039;ve encountered have the idea of actions on the one side and a permission system on the other -- basically, my player object is the one that deals with moving things to and from my inventory, while the object stores who is allowed to do what to it. Especially in a MUSH or MOO environment, where people are creating and coding objects, it&#039;s useful to have a concept of the &quot;owner&quot; of an object, and the ability to set permissions based on roles (usually just owner vs other, but you could put in &quot;trusted&quot; players, guild members, etc etc).

Of course, all of this is potentially a little excessive for what you&#039;re currently doing. Maybe? I don&#039;t know how complex Lantern&#039;s crafting system will be.

(P.S. If you had an online game where people could craft not just out of a recipe list, but create entirely new items, that would be pretty hardcore. To have powerful, player created-and-named-and-described artifacts could go a long way towards investing players in the world.

Or at least, having &quot;extras&quot; that you could toss in -- if I add Crushed Ruby to my Broadsword then I get a Broadsword of Flame + 1 or whatever.

Just saying.)</description>
		<content:encoded><![CDATA[<p>A lot of MU* systems that I&#8217;ve encountered have the idea of actions on the one side and a permission system on the other &#8212; basically, my player object is the one that deals with moving things to and from my inventory, while the object stores who is allowed to do what to it. Especially in a MUSH or MOO environment, where people are creating and coding objects, it&#8217;s useful to have a concept of the &#8220;owner&#8221; of an object, and the ability to set permissions based on roles (usually just owner vs other, but you could put in &#8220;trusted&#8221; players, guild members, etc etc).</p>
<p>Of course, all of this is potentially a little excessive for what you&#8217;re currently doing. Maybe? I don&#8217;t know how complex Lantern&#8217;s crafting system will be.</p>
<p>(P.S. If you had an online game where people could craft not just out of a recipe list, but create entirely new items, that would be pretty hardcore. To have powerful, player created-and-named-and-described artifacts could go a long way towards investing players in the world.</p>
<p>Or at least, having &#8220;extras&#8221; that you could toss in &#8212; if I add Crushed Ruby to my Broadsword then I get a Broadsword of Flame + 1 or whatever.</p>
<p>Just saying.)</p>
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