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Mindblade16
Loporian Industries is Fantasy Industrialized. Collaboration and Automation create Fantasy Worlds.

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Gamebuilding: Tinkertoys

Posted by Mindblade16 - October 28th, 2022


"Essays on the Lore of The Legends of Wind Series" is a Reedsy Book Project that I'm using as a Wiki to organize everything in my Fictional World.


If I were to make a Text-Based RPG out of my Fictional World, every individual thing in this Book would be governed by a Database with facts, figures, and quotes to be called upon when engaging with each Item.


I mean, there would be a Text File, and there would be an organization of those Text Files with a spreadsheet. A server-side program would have code controlling the connections between this Database and the Client-Side Game where all these Individual Elements come together.


I can always change and add more context to any given Text File on my Developer Page, which is offline and runs on my computer as a local Application Server when I run the program.


If you are adventuring with Jinn-Lir, I want a system in place that decides whether or not one of his character quotes is an appropriate response to something you type at him.


The system can also be a Chatbot Program that gives you normal reactive responses between those epic moments. I can snowflake that system more once I have that foundation working.


Combat and Leveling are a System.


Trade and Inventory are a System.


Crafting is a System.


Classes and Subclasses are a System.


Player and Character Profiles are a System.


This is Applied Modular Design. Every System is a Module. Every Element of a System is a Module. So, a System is a System of System Modules.


Every Module has a Break Indicator. If the Module is working, it sends "True" to the Main Program. If the Module is broken, it sends "False." The Main Program will not run unless all the Modules come back as "True" in a Checklist.

I could end up breaking a Module by adding Content that the Overall System has a problem with. I can trace the issue by looking at the Break Indicator Checklist.


So, when the Game is Published as a Web App, debugging is easy because I customized the debugging system for just Me, so it is easy for me to use, but can't be updated by anyone but me. Game Updates would then be as easy as updating Text Files.


One problem with smartphones and Web Apps is Hosting Costs. When trying to do that setup myself, and looking at the costs per user, and seeing how that could really screw me over in a hurry if one little thing goes south, I think I would be saving a ton of money and worry by just getting an App Hosting Subscription Package like AppyPie. That goes for the Networking Systems too. Game Networking Systems have a Market to choose your favorite SaaS. Rely on the Experts. Don't do everything yourself.


You could say "Just host the App on your Website Hosting server or on your Computer!" No. A Website is like a Bicycle, and a Web App is like a Diesel 4x4 Truck. It takes some serious horsepower to run Web Apps. They are Heavy Machines.


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