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8794: [MUD-Dev] Re: DevMUD: Inheritable modules

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From: Chris Gray <cg@ami-cg.GraySage.Edmonton.AB.CA>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 31 Oct 1998 11:19:58 -0700
Organization: Kanga.Nu
[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@ami-cg.GraySage.Edmonton.AB.CA