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 +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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