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[MUD-Dev] Re: DevMUD: Inheritable modules
[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
- Thread context:
- [MUD-Dev] Re: DevMUD: Inheritable modules, (continued)
- [MUD-Dev] Re: DevMUD: Inheritable modules,
Cynbe ru Taren cynbe#muq,org, Sat 31 Oct 1998, 07:50 GMT
- [MUD-Dev] Re: DevMUD: Inheritable modules,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 31 Oct 1998, 21:22 GMT
- [MUD-Dev] Re: DevMUD: Inheritable modules,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 31 Oct 1998, 21:23 GMT
- [MUD-Dev] Re: DevMUD: Inheritable modules,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 31 Oct 1998, 21:23 GMT
- [MUD-Dev] Re: DevMUD: Inheritable modules,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sun 01 Nov 1998, 06:01 GMT
- [MUD-Dev] Re: DevMUD: Inheritable modules,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 03 Nov 1998, 04:26 GMT
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