[MUD-Dev] Re: DevMUD: Inheritable modules
cg at ami-cg.GraySage.Edmonton.AB.CA
Sat Oct 31 11:19:58 New Zealand Daylight Time 1998
[Jon A. Lambert:]
>Then again maybe I'm just scared... It's hard to kill the blob. ;)
Yep, you have to freeze the darn thing. :-) I have some leaning towards
keeping the 'core' as small as possible - really just the module loading
and glueing together.
>Let's just say there are a number of modules that need to be in place
>to get "core" functionality. Each of them should be designed
>independently of each other but expose an interface.
Agree. They need to be there to make a useful game, but they don't
have to be fixed parts of any core.
[Lots of possible modules, playing many different roles]
I like the way you think!
Don't design inefficiency in - it'll happen in the implementation. - me
Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
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