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How intricate can I get?

Rook Inventor
Registered User
Join date: 11 Mar 2009
Posts: 22
03-24-2009 07:13
New builder here. I'm working on an RPG system. Before I get too far, I'm wondering what's the limits? I know about prim limits and memory for scripts, but help me to visualize it. My game will be HUD based. It will have perhaps over 100 prims that may or may not have scripts running. The game is turn based, so I don't need quick action, but I'm just worried about the number of scripts. Most of the scripts will be tiny touch events. Not sure if that has any bearing on it. The other thing is the game will take up to 8 players and the HUDs will need to pass data to each other.

The HUD will only be for the game and players won't need to walk around with it attached. Is there some examples of complicated systems I can dismantle and see what I can and can't do?

Any tips and tricks will be appreciated. I don't want to be a resource hog.
Opensource Obscure
Hide UI
Join date: 5 Jun 2008
Posts: 115
03-30-2009 07:04
I'm not a competent developer but for a start I think you should look at new Touch features - you could achieve what you need to do with much less prims by using them.

Another point: will the players be in the same region? That will make communications easier if compared to grid-wide data exhange - for example you could use llRegionSay on private channels.
Lily Cicerone
Registered User
Join date: 25 Jan 2007
Posts: 30
04-07-2009 10:05
Limitations are going to be determined entirely by your abilities as a scripter, or the abilities of the scripters that you hire. You should be aware that developing an RPG within Second Life, even the basic systems for an RPG, is an enormous undertaking that you will almost certainly not be able to tackle alone. If you're hosting a web server or you can afford to rent one, you have considerably more freedom than you would without, since out-of-world databases can provide persistent storage for character information and so forth, but you also need somebody who is familiar with mySQL or MSSQL and some web scripting language to utilize that.

I guess what I'm really trying to say is, you do have plenty of freedom in Second Life, but if you want to make a serious game, you'll need a pretty competent team.