Building a Roguelike as a client server(s) solution in which the client connection can transfer between servers. This will allow the player character, as well as non-player characters (NPCs), to travel through each world that each server offers.
A server hub will manage the list of servers that provides a starting point for a player.
A World server:
- must provide a World and maps in which one or more player clients can travel
- must track all player clients travelling the World
- must provide Sense of View (SOV) information to a player client
- must be able to provide connections to other World servers
- ...
A player client:
- must be able to start at any World server that provides a starting point
- must be able to suspend the game under certain circumstances
- must be able to resume the game
- must be able to travel the connected World servers and their maps
- must be able to interact with a World
- must be able to interact with the inhabitants of a World
- ...
Author: John Aage Anderse Email: info4john@inbox.lv