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This is my take on the abandoned project called mooix, an attempt to
use the functionality in any POSIX system (permissions, users, files, etc.)
as the basis for an object-oriented gameworld.

The system is devided into a number of interacting sub-systems. Firstly,
there is the FUSE system. In general, writes will never be directly to 
the data folder. Instead, the data folder will be proxied to the library
folder, to allow for some smart interactions in the system. Second,
the parser. The parser will take in a command and parse it via the rules
in the actions folders. Third is the event system. Changes to the game
world occur as the result of events. The simplest way to trigger an 
event is through the successful parsing of an action. Events are then
handled by way of rules. Rules define what scripts should be called for
any particular event based on the arguments passed with the event. For
example, one of the events that takes place in the processing of an
action is a "before" event. The arguments to "before" are the action
taking place, and any nouns that the parser has deemed relevent to the
action. A "before" rule, then, might say that on a before event for the
"going" action, where the first noun is a direction, call script A. Then
another rule might say that before "taking" a door, call script B. Users
of Inform 7 will find this eerily familiar, although I admit the syntax is
very different. The final part of this entire set are the scripts. Scripts
actually manipulate the game world, and since the game world is manipulated
through the file system, nearly any popular programming language can be 
used for scripting. 

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