Technical Specification for Dynamic MUD Storylines - wwestlake/Labyrinth GitHub Wiki
Technical Specification for Dynamic MUD Storylines
Overview
This specification outlines the technical solution for implementing dynamic storylines in a Multi-User Dungeon (MUD) environment. The system will support both linear and branching storylines and allow for player and character-generated content. The goal is to create a flexible narrative framework that can adapt to various storytelling styles, including those set by game administrators and those dynamically influenced by player actions.
Objectives
- Support for Linear and Branching Storylines: Provide a robust structure that accommodates both predefined linear storylines and complex branching narratives.
- Dynamic Player Participation: Enable players to contribute to the storyline in meaningful ways, subject to the rules set by administrators.
- Admin and Owner Controls: Allow game administrators and owners to define the extent of player participation in storyline creation and modification.
- Persistence and Scalability: Ensure that the storyline data is stored efficiently and can scale with the growing number of players and content.
Key Components
1. Storyline Engine
The storyline engine is the core component responsible for managing and progressing storylines within the MUD. It must handle the following:
- Linear Storylines: These are sequences of events or quests that follow a predefined path. The engine should support progression based on player actions or completion of objectives.
- Branching Storylines: These narratives offer multiple paths and outcomes depending on player choices. The engine should dynamically adjust the storyline path based on decisions made by players.
2. Storyline Data Structure
Storylines will be stored in a hierarchical format that supports both linear and branching structures. Each storyline will consist of:
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Nodes: Fundamental units representing a point in the storyline, such as a quest, dialogue, or event.
- Attributes: Each node will have attributes like ID, type (quest, dialogue, event), description, conditions, and outcomes.
- Conditions: Preconditions that must be met for a node to be accessed. These can be player levels, completion of previous nodes, or possession of specific items.
- Outcomes: Potential results of completing a node. Outcomes can be linear (leading to the next node) or branching (leading to multiple possible nodes).
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Edges: Connections between nodes that define the flow of the storyline. In branching storylines, edges will have conditions that determine which path is taken.
3. Dynamic Content Generation
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Player-Created Content: Players can create or suggest new nodes or edges within a storyline, pending approval from administrators.
- Proposals: Players submit storyline proposals that include new quests, characters, or events. These proposals are reviewed by admins before integration.
- Direct Edits: For MUDs with more open policies, players may directly add or modify content in specific areas designated for player-created stories.
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Character-Driven Storylines: Characters’ actions, decisions, and interactions influence the progression and branching of the storyline. These actions are tracked and fed into the storyline engine to dynamically adjust the narrative.
4. Admin and Owner Controls
- Storyline Configuration: Admins can configure the type of storyline (linear, branching, or hybrid) and define the extent of player participation.
- Participation Levels: Options range from no player modifications to full player-driven storylines, with intermediate levels allowing for proposals or edits to designated areas.
- Content Moderation: All player-generated content is subject to moderation based on predefined rules. Admins can accept, reject, or modify proposals before they become part of the official storyline.
- Audit Trails: Track changes made to the storyline by players and administrators, including who made the change, what was changed, and when.
5. Persistence and Scalability
- Database Design: Utilize a document-based database (e.g., MongoDB) to store storyline data. This approach supports hierarchical data structures, allowing for easy nesting of nodes and edges.
- Sharding and Replication: Implement sharding for horizontal scaling and replication for high availability, ensuring that the storyline data can grow with the player base.
- Performance Optimization: Index frequently queried attributes such as node IDs and conditions to improve performance. Use in-memory caching for hot data to reduce database load.
Implementation Considerations
- Integration with Existing Systems: Ensure that the storyline engine integrates smoothly with the existing MUD infrastructure, including chat systems, player management, and combat engines.
- Security and Integrity: Protect against unauthorized modifications and ensure data integrity, especially for player-generated content.
- User Experience: Provide intuitive interfaces for players and admins to interact with the storyline engine, including tools for creating, modifying, and navigating the storyline.
- Testing and Validation: Develop comprehensive testing strategies to validate storyline logic, including unit tests for the engine, integration tests with the MUD, and user acceptance testing.
Conclusion
This technical specification provides a comprehensive framework for implementing dynamic, flexible storylines in a MUD environment. By supporting both linear and branching narratives and allowing for controlled player participation, the system aims to enhance the depth and engagement of the game world. The use of MongoDB for storage and the careful design of the storyline engine will ensure scalability and performance, meeting the needs of both administrators and players.