|
Key
This line was removed.
This word was removed. This word was added.
This line was added.
|
Changes (7)
View page history... |
| h1. Overall Goal |
| To initially try and replicate the model railway club style experience where a small group of people who are known to each other organise an operating session, some will be drivers and some will be signallers. The ability to join and leave on-demand will be a nice feature for later however it is felt that this will need additional management such as kicking, banning, reporting and so forth. |
| h1. Two Modes |
... |
| h1. Interface |
| |
| Users will initially use a client to gain access to a lobby, this will provide some basic chat functions and allow users to gather together. The system will then allow users to create a session, optionally password protected, and set the limit of participants. |
... |
| h1. VoIP |
| |
| It is not deemed necessary at this point to consider implementing voip, there are other 3rd party systems that can effect this feature for now. h1. ToIP |
| |
| Text chat in the game should be implemented, both in the 3D drivers world and in the 2D signallers world, it should include chat that all participants can see and contribute to as well as "private" chat between two parties. Only global chat will be implemented initially. h1. API |
| |
| * Methods ** Get Junction state |
... |
| h1. Infrastructure |
| |
| This will be implemented as a client/server system, to be hosted on an Internet accessible server. Peer-to-peer would bring in many potential firewalling issues and while it isn't ruled out for later, the client/server approach is felt to be a much simpler starting point. |
... |
| h1. Triggers |
| |
| I can't remember the names of these things, they're from the real railways - i.e. they are on the track, and they detect the presence of a train and feed that back to the signal box, which usually would mean a light would appear on the panel for example. |