[MUD-Dev] Re: DevMUD: Inheritable modules

Chris Gray 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




More information about the MUD-Dev mailing list