Re: OLC building

From: Joshua Schmidlkofer (menion@MINDLESS.COM)
Date: 07/16/97


Killingsworth@PCIS.NET wrote:
>
> > On Tue, 15 Jul 1997, Mike wrote:
> >
> > I don't think speed in zone building implies lack of quality.  Good
> > builders may spend weeks planning a zone out in their heads or on
> paper,
> > and much longer writing good descriptions, but they don't want to
> spend a
> > lot of time doing the grunt work of transferring ideas into mud
> data.
> >
> agreed.
>
> > I think David's reason for saying offline building is fastest is the
> fact
> > that you can write descriptions much more easily.  The rest is a
> pain in
> > the butt in my opinion.  I think the best way to build is to do
> everything
> > but descriptions using olc, then get the files and do descriptions
> > offline.
> >
> not a bad idea, but there may be better.
>
> > Using stock obuild and a few aliases, I can throw together a large
> (300
> > room) preplanned zone in under an hour.  Putting descriptions on
> > everything may take me months :)
> >
> > Sam
> >
>
> How about using an external program to edit the files since you're
> going to
> be getting the files and text editing them anyway?
> Right now, I don't have any olc except the non-functional default
> stuff.
> I'm still debating whether I need olc or if it'd just end up as
> another
> 'neato' toy that gives me all kinds of trouble with the mud.


Here is an Idea.  If you want OLC, and you want to build area's off
line, and you want to use the 'Kiss' theory, I would just make a two
part program that would allow you to make the area off line, then you
COULD make the program act as a scripts and use the mud's OLC interface
to put in the new area/zones/whatever.  The little of OLC that i have
had to use (I personally don't really care for it), it seems that it
would really not be that hard....


js


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