MUD-Dev
mailing list archive

Other Periods  | Other mailing lists  | Search  ]

Date:  [ Previous  | Next  ]      Thread:  [ Previous  | Next  ]      Index:  [ Author  | Date  | Thread  ]

Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?



On Tue 28 Mar, Kevin Littlejohn wrote:

I tried to follow this thread, decided that most of it went rather
over my head but there was one thing I wanted to ask about.

> It is _very_ handy for being able to change the world physics without
> restarts - introduce new concepts (like weight, size, etc) on-line, tinker
> with them, remove them again, without actually disturbing
> players/builders/visitors.

I do not understand why this would be so important. Why not simply
restart the mud after you made some extensive changes? Every other
mud that I have played had, at some point in time, a test game up,
that was used for new ideas. If they worked out they were incorpo-
rated in the actual game, if not, they were discarded.  Seems much
more sensible to me to do things that way.


Marian
-- 
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...

Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey




_______________________________________________
MUD-Dev mailing list
MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev



Other Periods  | Other mailing lists  | Search  ]