> I was just wonderin why CircleMUD doesn't just incorporate DGscripts or > something similar as a primary scripting language instead of using > SPEC_PROC? Has the idea ever even come up or just to much work for small > returns? It's come up on occasion, but there are several reasons for not doing something like that (in our minds at least): * CircleMUD is intended to be a bug-free (or as close as possible) _base_ mud code. (the word 'base' is underlined since that is vital to understanding the CM philosophy) * CircleMUD is in a debugging phase right now, and we don't want to get featuritus before getting a 'final' version out. We want to get rid of that 'beta' word attached to 3.0 To get back to the 'base' word, that means a stripped down, simple, elegant, and easy to expand on system. We intend CircleMUD to be a simple base mud code with no extra frills or otherwise. (Ever noticed the lack of races, even though races are easy to add?) One of the best parts about the CircleMUD community is the plethora of addons, snippets, patches, and so forth that the _user_ community has donated to the community. If you want a scripting language, then by all means investigate the various things out there (ie, mobprogs, DGscripts, etc), and see if they meet your requirements. If not, take one of those and expand upon it. The more choices that we give the end administrator, the better of they are in the long run, since the game is going to be what they want and have designed, not the box that we have designed and trapped them in. If you want a fully featured mud code to start with, try Smaug or Rot, or something similar. Ae. -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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