EmptyEpsilon
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Remote GM
How hard would it be to program a remote GM console for headless servers?
The GM station uses information and functions that aren't replicated across the network. Which is why it's server only, it's not designed like that, so it would be a lot of work.
what's the scope of the difference? say, what GM function would be trivial to do remotely? say I was thinking about quickly adding co-GM stations, what could co-GMs do?
My guess, only the GM comms functions would work right now. Enemy AI, tweaking objects, creating objects, all done server side only. Viewing the whole "world" on a client can be done, sans AI information.
I think that a co-GM station, even only for the communication would be a very great thing.
Le lun. 2 juil. 2018 à 19:52, daid [email protected] a écrit :
My guess, only the GM comms functions would work right now. Enemy AI, tweaking objects, creating objects, all done server side only. Viewing the whole "world" on a client can be done, sans AI information.
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I agree with that. GM would be more effective if one person made the story and one managed the enemies. Some sort of password or key file would be nice to prevent others seeing the screen.
I'd postpone the security thing, it's not a blocker IMO. as it is, players either get auto-connecting stations, or are free to choose, so what's the harm of them choosing a co-GM screen instead of any other "wrong" screen?
EE is pretty much build with the "cinder-brick" rule of thumb for "greefers". As generally you play in the same room, it's not that hard to hit the person messing things up with a cinder-brick in the head.
So getting it password protected wouldn't be the first priority in getting it to work.