Items to complete before the initial release (version 0.0.1)
- Helpfile System
- Login Screen Commands
- Object Save/Load on Pfiles
- Socials / Emotes
Accounts Accounts contain multiple characters and simplify user management. Character names are only required to be unique to the account itself. Character management is integrated directly into the login process. Customization NAMS currently supports over 100 configurable options. Configurable options include everything from memory management, login banners, prohibited account and character nanes, and more. Events Events can be set to trigger an action after a set delay period. Events can be created from anywhere: the game driver, plugins, or even room/AI scripts once added. No External Dependencies NAMS is written and designed as a completely standalone game server. No external libraries or packages are needed beyond a standard C++ development environment (compiler, standard library files, etc). Open World Structure There are no "areas". Each location is written and stored as its own file on disk. Locations can be grouped within any folder structure for ease of management (a folder per builder, a folder per "area", etc) if desired but it is not required. There is no restricted amount of "vnums" or other arbitrary limit on the size, or shape, of the game world. Plugins A Plugin API is provided to create objects that can be compiled and used separately from the game driver. Plugins can be dynamically reloaded in memory without restarting or rebooting the game drveir. Currently only commands are supported as plugins, but this will be expanded. Telnet Options NAMS supports and will attempt to negotiate the following telnet options automatically with any client that supports them. Echo MSP Unrestricted Movement Exits between "rooms" or "locations" as they are called in NAMS are unrestricted. There is no requirement that all exits be "north", "south", etc. Any word is an acceptable exit allowing for greater customization and immersion.