It seems to me that you could safely have two coders -
one who works primarily on manual spells, spec_procs,
new skills - the highly modularized stuff, and a second
coder to do everything else.
The spell/skill/proc coder may not be kept busy all
that often, so that is a good job for a part-time
coder.
---
eglamkowski@angelfire.com
http://www.angelfire.com/nj/eglamkowski/null.html <- Null webring
http://www.angelfire.com/nj/eglamkowski/eia.html <- EiA webring
On Thu, 27 Aug 1998 12:12:09 Doppleganger Software wrote:
>>I guess I worded the previous message wrong. I don't want ppl to do all the
>>coding. I want ppl to help with it. Think serious for a second. Do you think
>>I have all the time to do all the coding? Also I don't want people to do all
>>the building. I just was inviting people to build their zones if they want.
>
>Personally, I believe that a MUD should only have ONE coder. I have
>coded for MUD's with multiple coders and thet tend to be very
>disorganized (pieces of code lying around all over the place, no one
>knows who did what and who is working on what) or too limiting (RCS
>systems) With one coder, you know who installed what, what you added it
>for, and don't have to worry about security (especially if you are the
>one who RUNS the MUD too) I know a lot of people don't want to be stuck
>like that, and that coding takes a lot of time, but if you add in the
>most important features to a MUD first, open it, and then add the rest
>slowly, you won't have too many problems, and you can just worry about
>bugs and incompatibilities.
>
Angelfire for your free web-based e-mail. http://www.angelfire.com
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