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#Flexibility

Flexibility

Class Enemy: I would call it NPC (non-player character). You are not committing all non-player creatures to be enemies, do you? Yes, some will attack you, or you will need to attack them. Some you will merely need to exploit, trick... But maybe some will actually offer help, like give items or information. Or they may accompany you on a quest. Then yet others will give you a task / ask you for help. With some you will trade...

How flexible to you want your RGB to be? Single player or multiplayer (MUD)? You have the creature definitions hard-coded into your program which will be the RPG engine. So in order to change/expand, you'll have to edit the actual engine. Instead I would suggest your RPG engine implements a virtual machine. That way editing the game world normally won't require you to edit the engine; you may even be able to do edits to the running game.

If you are making a MUD, such engines exist and are freely downloadable. But you may not do things in Java then. LP-MUD engine, for example, is written in C and allows you to create very elaborate worlds in form of a virtual machine, defined in an object oriented language called LPC; admin players who log in just like normal players can edit/reprogram the world without interrupting it. Normally one admin player is a god, with maximum editing access and other admin players are ex-normal players that were promoted to wizards and have more or less limited editing access.

#Flexibility

Class Enemy: I would call it NPC (non-player character). You are not committing all non-player creatures to be enemies, do you? Yes, some will attack you, or you will need to attack them. Some you will merely need to exploit, trick... But maybe some will actually offer help, like give items or information. Or they may accompany you on a quest. Then yet others will give you a task / ask you for help. With some you will trade...

How flexible to you want your RGB to be? Single player or multiplayer (MUD)? You have the creature definitions hard-coded into your program which will be the RPG engine. So in order to change/expand, you'll have to edit the actual engine. Instead I would suggest your RPG engine implements a virtual machine. That way editing the game world normally won't require you to edit the engine; you may even be able to do edits to the running game.

If you are making a MUD, such engines exist and are freely downloadable. But you may not do things in Java then. LP-MUD engine, for example, is written in C and allows you to create very elaborate worlds in form of a virtual machine, defined in an object oriented language called LPC; admin players who log in just like normal players can edit/reprogram the world without interrupting it. Normally one admin player is a god, with maximum editing access and other admin players are ex-normal players that were promoted to wizards and have more or less limited editing access.

Flexibility

Class Enemy: I would call it NPC (non-player character). You are not committing all non-player creatures to be enemies, do you? Yes, some will attack you, or you will need to attack them. Some you will merely need to exploit, trick... But maybe some will actually offer help, like give items or information. Or they may accompany you on a quest. Then yet others will give you a task / ask you for help. With some you will trade...

How flexible to you want your RGB to be? Single player or multiplayer (MUD)? You have the creature definitions hard-coded into your program which will be the RPG engine. So in order to change/expand, you'll have to edit the actual engine. Instead I would suggest your RPG engine implements a virtual machine. That way editing the game world normally won't require you to edit the engine; you may even be able to do edits to the running game.

If you are making a MUD, such engines exist and are freely downloadable. But you may not do things in Java then. LP-MUD engine, for example, is written in C and allows you to create very elaborate worlds in form of a virtual machine, defined in an object oriented language called LPC; admin players who log in just like normal players can edit/reprogram the world without interrupting it. Normally one admin player is a god, with maximum editing access and other admin players are ex-normal players that were promoted to wizards and have more or less limited editing access.

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#Flexibility

Class Enemy: I would call it NPC (non-player character). You are not committing all non-player creatures to be enemies, do you? Yes, some will attack you, or you will need to attack them. Some you will merely need to exploit, trick... But maybe some will actually offer help, like give items or information. Or they may accompany you on a quest. Then yet others will give you a task / ask you for help. With some you will trade...

How flexible to you want your RGB to be? Single player or multiplayer (MUD)? You have the creature definitions hard-coded into your program which will be the RPG engine. So in order to change/expand, you'll have to edit the actual engine. Instead I would suggest your RPG engine implements a virtual machine. That way editing the game world normally won't require you to edit the engine; you may even be able to do edits to the running game.

If you are making a MUD, such engines exist and are freely downloadable. But you may not do things in Java then. LP-MUD engine, for example, is written in C and allows you to create very elaborate worlds in form of a virtual machine, defined in an object oriented language called LPC; admin players who log in just like normal players can edit/reprogram the world without interrupting it. Normally one admin player is a god, with maximum editing access and other admin players are ex-normal players that were promoted to wizards and have more or less limited editing access.

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