Phantasmal MUD Lib for DGD
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Phantasmal Site > DGD > Skotos SkotosSo What's This Skotos Thing?Periodically, you'll see Skotos mentioned with regard to DGD. You may find the sheer frequency of reference confusing, especially since they're not actually the vendors of DGD itself. Skotos is a company that makes commercial games, including commercial MUDs. They do pay-for-play, with a single monthly fee for access to their entire set of offerings. They also sublicense DGD for commercial use — if you want to make money off a DGD-based MUD, Skotos are the folks to talk to. Until SkotOS 2.0 (their open-source DGD-based offering) comes out, there's little or no code from Skotos that is open source. Any DGD library is of the keenest interest to DGD programmers at this point. It's not like we've got many libs to look at. That makes us (well, me and a few others, certainly) quite keen to find out more about how Skotos' library works. Folks with a more commercial bent are also quite curious how their licensing scheme for commercial use of DGD works. You can find out a bit about becoming a developer for them on their web site. This is an old 'What Is Skotos?' description from the company itself: About Skotos Tech ----------------- Skotos Tech is an exciting new game company determined to bring an entirely fresh paradigm to the world of online gaming. Quality stories will be the key to the Skotos experience, not gory special effects. Through high-quality graphically-enhanced text-based games, Skotos plans to create a virtual community of gamers and storytellers from all over the world. Besides providing its own games, Skotos will also offer tools and services to world designers, authors, and programmers, so that they easily can create their own games and offer them to the Skotos online community. The central goal of Skotos is to produce a core set of games, forming a storytelling community. These games will be the natural evolution of MUDs and other text-based games, but they will be richer, with more consistency and integrity than anything currently available, and will feature a level of advancement that is only possible with the full resources of a professional company. Graphical clients will round out these games, providing a more immersive experience without overdominating the text. These core games will run the spectrum of genres, helping Skotos to create a wide and varied community. From romance to science fiction, Skotos Tech will cater to a variety of interests. The world of Skotos Tech will be much larger than just a small collection of core entertainments. Skotos will also feature games playing out specific story lines, with definite beginnings, middles, and endings. Events will intrude as players interact with each other to accomplish their own goals. These fixed-duration games will combine the best features of Live Action Role-Playing Games (LARPs) and text adventures in a way previously unseen in the online world. And that's just the start of Skotos' online gaming experience. Skotos Tech will also offer tools for creating online games and will act as a service provider to developers. These games, produced by external developers, will be available through the Skotos servers. The best storytellers, game authors, and programmers will be invited to become associates at Skotos Tech, offering their games in exchange for a percentage of revenues. Externally developed games will be rigorously tested to ensure that they meet Skotos' standards of quality before they become part of the Skotos family. But, Skotos is doing more than just creating a nexus of online games. Skotos Tech is creating a true community. Skotos users will be able to interact with each other not just in the games, but also in other online forums. They will be able to register e-mail addresses and web pages, both for themselves and their characters in the various on-line games. Skotos Tech gamers will be able to share the accomplishments of their characters, as well as their own interests, drawing together the players of all the Skotos Tech games into one community of storytellers and gamers. Skotos Tech is currently in its initial stages of development. Its initial funding is through Alacrity Ventures, and is being incubated at Alacrity's management center. The initial release of Skotos Tech is planned for September, 2000. Watch www.skotos.net for more information. If you are interested in joining our team or becoming an associate, mail jobs@skotos.net. From: dgd@dworkin.nl (Par Winzell) Date: Tue May 3 16:38:01 2005 Subject: [DGD] Software Development Tools Neil McBride wrote: > Hi all, > > It's been a while since I've poked my head up in here - hope you're all > doing well ;) I've been thinking lately about software development tools, > preferably linux but maybe the evil M$ side if there's something good > enough there. > > I find that the way I tend to work on my own little mud project is about > once every few months or more, and lately whenever I go to do some more > work on it, I find myself working out where I was up to, what I was > thinking, etc. In spite of somewhat excessive comments in code and the > half-written design docs, I still find myself going back to the start for > a refresher course on what I've done. For SkotOS 2.0, I use -- * Subversion for source control. RIP CVS. IMO this is the only significant alternative at the moment. * Mantis for bug tracking. This is invaluable to me, for the reason you mention... The only realistic way for me to keep discipline is to have a place where I can go to add a bug note whenever I work a bit on some bug. If I keep it in my head, it's lost by the time I come back to the project. Do not use Bugzilla! * Doxygen for documentation. Doxygen out of the box does an excellent job at parsing LPC, and even without any actual documentation, Doxygen can build you a ton of really gorgeous pages cross-referencing your code every which way. Adding a little LPC-specific pre-processor would let it keep track of subclassing structures and such, too. * Emacs remains the editor of choice, of course. Zell |