Phantasmal MUD Lib for DGD

Phantasmal Site > Setup > Directory Structure

Directory Structure in a Phantasmal-based Game

The idea is that /usr/game is where your game's rules are kept. That's the part that you supply, the details of your MUD's specific world. Phantasmal doesn't need to know what you name your skills or classes (if any), what you name your commands or exactly what your users see. Phantasmal (the part in /usr/common and /usr/System) just keeps track of zones, rooms, exits and NPCs, and supplies you a standard library of functions to play with. You use what you want and leave the rest alone. But most especially, you concentrate on what makes your game special, unique and different, and let Phantasmal quibble about the basics of getting one object to fit inside another and what file format is best for separating English strings from French.

For MUDs with more than one staff member, you'll probably want different amounts of privilege. Phantasmal doesn't really do that for you, yet. The idea is that you can put each staff member's stuff in a separate directory, and then link zones into the main MUD when they work correctly. That's not fully spelled out yet, though. However, to let that work, and to support the Kernel Library's idea of how permissions and security work, each staff member should get their own account and their own directory. That directory should be called /usr/bobo for an immortal named "bobo", for instance.

Note that one more reason not to change /usr/common or /usr/System is so that you can easily use new versions of Phantasmal. If you make it easy to upgrade, you'll get new features for free whenever Phantasmal adds them.