Research Paper: Data Definition Constructs in a MUD‐Specific Language - wwestlake/Labyrinth GitHub Wiki
Research Paper: Data Definition Constructs in a MUD-Specific Language
In this paper, we extend our exploration of the MUD-specific language by focusing on data definition constructs. For a game to function, it must have ways to define data such as characters, items, rooms, and events. This section will outline innovative ways to define and interact with data in a manner that supports the narrative-driven, multi-paradigm design of the language, while avoiding the traditional syntax of object-oriented or functional languages like F# or Python.
Data Definition Goals
- Natural Language Syntax: Defining game entities should feel natural and descriptive, allowing game developers to create and manipulate game data easily.
- Contextual Access: Data should be easily accessible based on the context in which it appears in the game world, minimizing boilerplate code.
- Loose Coupling: Data structures should be loosely coupled with logic to allow flexibility in extending the game without breaking existing code.
- Game-Specific Data Structures: Focus on entities like characters, items, rooms, and quests, with domain-specific constructs that reflect game design.
Key Constructs for Data Definition
1. Entity Definitions
In MUDs, the game world revolves around entities like players, NPCs, items, and locations. Instead of traditional class or type definitions, we use an entity construct to represent these elements. An entity is defined in a narrative-like manner and can automatically inherit attributes based on its role.
Example Syntax:
entity player {
health: 100
strength: 15
inventory: []
location: "starting_village"
}
entity npc blacksmith {
job: "forge_weapons"
location: "village_square"
inventory: ["hammer", "anvil"]
}
entity item sword {
damage: 10
weight: 5
}
In this example, entities represent the core objects in the game world, defined using a simple structure that mirrors natural language. The player and npc entities have attributes such as health, strength, and location, while the item entity defines attributes specific to game objects, like damage and weight.
2. Templates for Reusable Entity Types
In addition to defining individual entities, the language supports templates that act as blueprints for creating multiple similar objects. Templates help ensure consistency across entities that share common traits.
Example Syntax:
template weapon {
damage: 0
weight: 0
}
entity sword extends weapon {
damage: 10
weight: 5
}
entity axe extends weapon {
damage: 12
weight: 7
}
Here, the template defines a generic weapon with default values for damage
and weight
. The sword and axe entities extend this template, inheriting its properties but overriding them as necessary. This encourages reuse and reduces duplication in entity definitions.
3. Contextual Data Access
The game world is often dynamic, with players and NPCs interacting with each other and changing the state of the game. To access data in a way that reflects this, we introduce contextual access. Instead of direct access to variables, the language allows querying the context of the game to retrieve or modify data.
Example Syntax:
current_player = get player at "village_square"
if current_player.health < 50 {
give potion to current_player
}
npc blacksmith at "forge_weapons" {
say "Would you like to buy a sword?"
if player gold > 50 then sell sword to player
}
In this syntax, get player at "village_square"
retrieves the current player located in the village square. The contextual access mechanism abstracts the underlying data access, making it easier to interact with game entities based on their location or state.
4. Flexible Data Structures with Dynamic Attributes
Game entities can have dynamic or optional attributes that change over time (e.g., new skills or items added to inventory). The language supports flexible data structures that allow for dynamic attributes to be added or modified at runtime.
Example Syntax:
entity player {
health: 100
inventory: []
}
player.inventory.add("healing potion")
player.skills.learn("swordsmanship")
if player.skills.contains("swordsmanship") {
say "You are skilled with a sword!"
}
Here, the player entity’s inventory and skills can be dynamically modified during gameplay. The .add
and .learn
methods allow for extending the player’s attributes in a flexible manner without needing explicit class definitions.
5. Event-Driven Data Updates
Data in MUDs is often updated in response to events. The language leverages an event-driven model to handle dynamic updates to game entities.
Example Syntax:
on event "player_enters_room" {
if player.inventory.contains("torch") {
light_room()
} else {
darken_room()
}
}
on event "enemy_defeated" {
player.experience += 100
player.inventory.add("gold coin")
}
In this event-driven model, data updates (e.g., increasing experience, adding items) are triggered by in-game events such as defeating an enemy or entering a room. This keeps the logic tied closely to gameplay and the dynamic nature of the MUD.
6. Quest and Task Definitions
Quests and tasks are central to many MUDs. Instead of a generic task system, we introduce quest-specific constructs that allow for more structured and narrative-driven quest creation.
Example Syntax:
quest "Find the Lost Sword" {
steps:
- go to "cave entrance"
- defeat "cave_guardian"
- retrieve "lost_sword"
reward:
- give "gold coin" to player
- increase player.experience by 500
}
on quest_complete "Find the Lost Sword" {
say "You have found the lost sword!"
}
The quest construct defines a series of steps that the player must complete, and the reward specifies what the player receives upon completion. This ties data structures (like quests and rewards) directly into game logic, keeping the flow simple and narrative-driven.
Conclusion: Data Definition in the MUD Language
The proposed data definition constructs provide a flexible, narrative-driven approach to defining and interacting with game entities in a MUD environment. The focus is on readability and fluid interaction with game objects, avoiding the complexity of traditional object-oriented or functional languages.
Key constructs include:
- Entity Definitions for game objects like players, NPCs, and items.
- Templates to reuse and extend data structures.
- Contextual Data Access for interacting with entities based on their in-game location and state.
- Flexible Data Structures that allow dynamic attributes to be added or modified during gameplay.
- Event-Driven Data Updates to keep the game world responsive and interactive.
- Quest and Task Definitions to simplify narrative-driven gameplay.
These constructs, combined with the narrative-driven syntax, provide an expressive and powerful system for building complex MUD worlds in a way that feels natural and intuitive to both developers and non-developers alike.