update css and decen mmo
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parent
d0100ce001
commit
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3 changed files with 40 additions and 17 deletions
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@ -7,12 +7,14 @@ body {
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h1 {
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h1 {
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color : rgb(255, 40, 60);
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color : rgb(255, 40, 60);
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}
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}
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h1, h2, h3 {
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text-align: center;
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}
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div {
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div {
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width: 90%;
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width: 60%;
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position: relative;
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position: relative;
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margin: auto;
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margin: auto;
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align-self: center;
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text-align: left;
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text-align: center;
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border-color: rgb(60, 0, 90);
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border-color: rgb(60, 0, 90);
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border-width: thick;
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border-width: thick;
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border-style: double;
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border-style: double;
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@ -20,6 +22,8 @@ div {
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padding: 5px;
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padding: 5px;
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padding-bottom: 10px;
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padding-bottom: 10px;
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margin-bottom: 10px;
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margin-bottom: 10px;
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padding-left: 5%;
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padding-right: 5%;
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}
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}
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a {
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a {
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color:rgb(150, 150, 255);
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color:rgb(150, 150, 255);
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@ -29,6 +33,7 @@ hr {
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color: rgb(60, 0, 90);
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color: rgb(60, 0, 90);
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background-color: rgb(60, 0, 90);
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background-color: rgb(60, 0, 90);
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border-color: rgb(60, 0, 90);
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border-color: rgb(60, 0, 90);
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margin-left: 5%;
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}
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}
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@ -14,9 +14,11 @@
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<div>
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<div>
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<h2 id="introduction">Introduction</h2>
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<h2 id="introduction">Introduction</h2>
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<p>
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<p>
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Back in my childhood I used to play quite the amount of MMORPGs(mostly because they were free, but also because they were online).
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Back in my childhood I used to play quite the amount of MMORPGs(mostly because they were free, but also because they were online).<br>
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The more time passed, the less MMORPGs I got to play, most of the good options were either shut down
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The more time passed, the less MMORPGs I got to play, most of the good options were either shut down
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or got SUCH a power creep I lost interest in them(like MapleStory when they started adding a lot of overpowered classes).
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or got SUCH a power creep I lost interest in them(like MapleStory when they started adding a lot of overpowered classes).
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</p>
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<p>
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As an aspiring game developer, I hope to one day attempt making my own MMORPG, and something which is (sort of) important to me
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As an aspiring game developer, I hope to one day attempt making my own MMORPG, and something which is (sort of) important to me
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is for the game to be decentralized/federated.
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is for the game to be decentralized/federated.
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</p>
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</p>
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@ -24,10 +26,11 @@
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<h2 id="why make a decentralized mmo tho?">Why make a decentralized MMO tho?</h2>
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<h2 id="why make a decentralized mmo tho?">Why make a decentralized MMO tho?</h2>
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<p>
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<p>
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Well, you see, whenever I look for alternatives to big centralized services(like Github or social medias),
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Well, you see, whenever I look for alternatives to big centralized services(like Github or social medias),
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it always seems to me that the best choice is to decentralize and federate it. That way, anyone can create their own instance
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it always seems to me that the best choice is to decentralize and federate it.<br> That way, anyone can create their own instance
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and not miss out on everyone else, allowing both greater control to the individual, while also sharing the costs between those
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and not miss out on everyone else, allowing both greater control to the individual, while also sharing the costs between those
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who host their own(and those who decide to donate them).
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who host their own(and those who decide to donate them).<br>
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<br>
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</p>
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<p>
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Besides, there are some useful advantages to federating a bunch of servers in an MMO which will hopefully become clearer later on.
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Besides, there are some useful advantages to federating a bunch of servers in an MMO which will hopefully become clearer later on.
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</p>
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</p>
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<hr/>
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<hr/>
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@ -50,25 +53,40 @@
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<h2 id="hubs">Hubs</h2>
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<h2 id="hubs">Hubs</h2>
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<p>
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<p>
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Hubs(or Home servers) are the main servers of the network, they are the main authority over your account.
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Hubs(or Home servers) are the main servers of the network, they are the main authority over your account.
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<br>
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</p>
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<p>
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Hubs have an overworld with stuff to do(or maybe not), and where you meet other players and can make parties,
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Hubs have an overworld with stuff to do(or maybe not), and where you meet other players and can make parties,
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communicate with others, trade and all the usual stuff people do in MMOs(like a dance party).
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communicate with others, trade and all the usual stuff people do in MMOs(like a dance party).
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<br>
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</p>
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<p>
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Federation between hubs is a 2 way opt in federation, which means both servers need to accept the federation for the federation to exist
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Federation between hubs is a 2 way opt in federation, which means both servers need to accept the federation for the federation to exist
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(probably accept the federation by creating a portal somewhere in the overworld).
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(probably accept the federation by creating a portal somewhere in the overworld).
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Federated servers also needs to sync any plugins/mods/addons which create new items
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Federated servers also needs to sync any plugins/mods/addons which create new items
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(or anything you can transfer between servers, so a hat needs to by synced but a new boss doesnt need to).
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(or anything you can transfer between servers, so a hat needs to by synced but a new boss doesnt need to).
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</p>
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</p>
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<p>
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Federated servers needs to have trust between them, because federating with 2 servers means said servers are now also federating
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(creating a federation cluster)
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</p>
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<hr/>
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<hr/>
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<h2 id="dungeons">Dungeons</h2>
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<h2 id="dungeons">Dungeons</h2>
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<p>
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<p>
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Dungones(or Nodes/Edges) are sub-servers, they are simply a dungeon/map for a party to explore/play in,
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Dungeons(or Nodes/Edges) are sub-servers, they are simply a dungeon/map for a party to explore/play in,
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and are to be the main content of the game.
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and should be where most of the game content occur.
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<br>
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</p>
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Dungeons dont federate with each other(and technically dont federate at all), but hubs can link to them and allow their
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<p>
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players to go into a dungeon and get the rewards from it(or optionally, modify the rewards to better suite the server).
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Dungeons dont federate with each other(and technically dont federate at all), but hubs can link/federate(one way) to them and allow their
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<br>
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players to go into a dungeon and get the rewards from it(or optionally, modify the rewards to better fit the server).
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</p>
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<p>
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Dungeons occur in private instances available only to the exploring party.
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Dungeons occur in private instances available only to the exploring party.
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this means that the hub server trusts the players to not lie about the results of the dungeon
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(although for end rewards, the server can roll the dice for them, to allow random loot in dungeons).
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</p>
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<p>
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<h3 id="quick note on dungeons">Quick note on dungeons</h3>
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Although dungeons usually get linked to from hub servers, it is also possible to allow dungeons to be played even if they are not linked,
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thus allowing players to play all dungeons, but it means non-linked dungeons will give no actual reward(or anything at all).
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</p>
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</p>
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</div>
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</div>
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@ -36,7 +36,7 @@
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</head>
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</head>
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<body>
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<body>
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<header>
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<header>
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<div>
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<div style="text-align:center;">
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<a href = "https://rustystriker.dev/">
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<a href = "https://rustystriker.dev/">
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<h1 style="margin-bottom:0px;">Rusty's Website</h1>
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<h1 style="margin-bottom:0px;">Rusty's Website</h1>
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</a>
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</a>
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