Which Reference Implementations? #123
DavidRieman
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I feel it would be more beneficial to break things down into smaller more focused modules. For example(Combat, Trading, Chat, Vehicles, Vendors, Etc.) This allows the community to create small niche modules that can be easily downloaded by others to use or to see an example of code on how to implement the same feature in their game. |
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(Discussion for #119, and relates to #121.)
In 2011, "Warrior, Rogue & Mage" was chosen as a game system to target for building our first Reference Implementation. WR&M was chosen largely for being a free open system, and the simplicity of it (collapsing what are traditionally thought of as "classes" down to being just 3 stats of the character).
This reference implementation fell apart when we upgraded .NET version, and the library we leaned on for stat management / rule sets / dynamic calculations and such was found not to be well used, did not upgrade well, housed multiple major problems that would lead to game-breaking problems, and no longer appears to have any sort of maintained online presence as a technology. So those aspects of WR&M got ripped out to complete the upgrade, and our current state of WR&M is pretty broken, to the point that I think it's worth reassessing whether it's a solid choice still.
Personally, I've grown to dislike that our fantasy world "reference" would be blending the notion of what is traditionally thought of as Classes with what we codify as Stats/Attributes. While the system is neat/novel, it carries a cognitive cost that those assessing our framework will have to work through. So I don't think it's a good reference implementation compared to the option of, say, having a more traditional Class/Level/Stats arrangement that won't require some sort of walk-through to introduce you to the aspects of the reference implementation that don't make sense for your traditional popular fantasy MUD.
So the question is, would anyone object to dropping WR&M as a reference implementation? I think we're free to redefine what we think will be a good collection of long-term target Reference Implementations. Currently, this is what I see, maybe even using these terms:
Social Reference MUD:
Fantasy Reference Game:
Space Reference Game:
Those even progress in order of difficulty and further test and exercise the flexibility of the Core systems we have to get in place for each. So we could focus on Social, polish it quite a bit, and then maintain it as we focus on Fantasy, etc. How do we feel about these as high-level target reference implementations to build and support?
(Obviously we hope others will take our framework and build additional detailed systems, much like how traditional MUD code bases have popular "flavors" that grow and evolve. Hopefully this growth will occur in a healthy way for two-way merges of core functionality, such as being based on GitHub forks. We'll discuss how to promote and maintain that health in another discussion topic.)
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