> -> I don't know if I'd be willing to take anything out besides quite a > ->few of the stock areas. > > I was thinking about removing all the stock areas, changing the > database format (maybe bothering to write a converter :P), and > including a little Limbo-like area in the stock code. But I don't > know if that really has the desire affect of making people do > something creative with their MUD. I think it'd either make people > not use BobMUD or force them to bother converting the stock areas. > Your thoughts (on the matter)? perhaps you...er, Bob..could include stock areas, but make them easily removed..i guess similar to mini-mud mode (say that ten times fast), but that would only keep a few starting rooms and an immortal area..that way, it would be playable out of the box, and if someone felt that they wanted to be creative, they could easily be rid of all the areas...there seem to be a lot of questions recently about removing all areas, and what effect it has on the code...perhaps also have mini mode be a compile time decision that will disable area specific code.. #ifndef MINI_MUD assign_kings_castle(); #endif something like that.. siv +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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