"Dubois, Joseph" wrote:
> In our development of a DTD we are designing
> for a game system (d20) which is generic for
> applying to different game genre (i.e.: Gothic,
> Medieval, Sci-Fi, etc).
> For example, in the Medieval genre you could
> have a element as a Spell (priest or magic)
> <spell name="Fireball">... where as in Sci-Fi you may
> have an element as a Power <power name="Flying">...
> Yet both genre will have race and ability elements.
Elements named "spell" and "power" are specific to a game, so are
contrary to your goal of a generic DTD. Depending on the level of
abstraction that you want, you might be better off with:
<ability type="spell" name="Fireball">
<ability type="power" name="Flying">
The analysis probably requires you to pick the level of abstraction you
need to serve your purpose, then decide how that relates to the
individual games. Why do you need a single DTD anyway? Do you anticipate
having a witch mug the motorcross rider en route? If not, you might want
something more like a element library than a single all-encompassing
DTD. Fat DTDs tend to provide the minimum satisfaction to the maximum
people. DTDs that use a common structure where applicable and a tailored
structure to handle the idiosyncrasies of a particular game tend to be
Marcus Carr email: [log in to unmask]
Allette Systems (Australia) www: http://www.allette.com.au
"Everything should be made as simple as possible, but not simpler."