On Point #1 Interesting that you mention my favourite Infocom games, especially since I recently found an interpreter that allows you to use any of the old games on Linux, and by that token, generate your own games. But as you said, getting a zone with that kind of complexity is extremely important. Most builders really aren't that savvy with programming. I am one of the exceptions, since I plan to build my entire MUD by myself, since I am the only one who knows what I want. There are really two ways I can think of to make the system easy for non-programmers: #1. Make all the most commonly used concepts pre-coded like MOB flags, or #2. Have the language so like plain english it is easy to understand. The first requires enourmous coding overhead, making dozens and dozens of functions. It would be a terribly difficult task, but would be easy to update. In some ways, I feel that the DG scripts are the closest to this ideal since you do need to code the functions, but instead of being hard coded, they are soft coded. A system like on MUSH servers, which is almost entirely soft coded for non-base functions, is a great concept, but again, you need to know the language. The second...well, the closest language I can think of to this is Applescript, which is like Javascript, but with more plain english style usage. Putting something like this in will be incredibly complex. Personally, I love the idea of adding in a scripting system, but I don't want something that is too resource and code intensive. On Point #2 I don't agree with the people that say we need to implement (insert language here). So that means I agree with you, but for different reasons. Forcing those who are not familiar with language A to learn it because someone else is familiar and more comfortable with it is equally rude. It also heads back to point #1, if it is designed for non-programmers, why use an existing programming language? I don't like learning new languages when the ones I have work just fine. I mean when I heard that I could program my Lego Mindstorms with an almost C language instead of the one that was included, I just about jumped for joy. I am used to the C language, and have grown accustomed to it. I like it. (And yes, I have Lego Minstorms...since I went to college to be a Robotics Programmer, for me, that is work related fun...a toy that uses my job skills...and making battlebots with it is a great way to pass the time ;) On Point #3 A lot of the way you described the system sounds a LOT like MUSH coding, something else I am familiar with on a passing basis. It is extremely useful, and you can do a LOT with it. The system is full OOP styled, but then again, MUSH is as well. Room, players, objects, even exits are ALL objects...they just have different properties. They all have the same basic structure, just a few things differ for each of them. While I don't think we should go quite that far, the programming concept is sound. MUSH is the essence of what we want in stability and modularity....it just stinks on ease of use. You can't crash a MUSH with the softcode (at least as long as the server is updated) and you can limit certain functions to certain people. It is a great system...but implementing it would be a royal pain. Personally, I am more in favor of taking some of its elements and concepts and applying them to something we already have, and then mixing in some ease of use. While there are some nice languages out there, starting with DG Scripts as the base is a good place IMHO. It already has a lot of the functionality that we want, we just need to add in a few more traps for certain events, or possibly make a universal event trapping system for it, and then work on the other points, and it could be exactly what we all want. > Also, my personal respect if you read everything, wow, you're > dedicated. Thanks Patrick, I hope I could add something to the discussion on this, as I am very interested in the continuing development of the server. And good to have you back. -- Now with PGP Encryption! Ask for your public key TODAY! -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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