[DGD] Pros/Cons of Releasing Mudlibs

Felix A. Croes felix at dworkin.nl
Mon May 11 23:31:10 CEST 1998


Jason Cone <jcone at cs.tamu.edu> wrote:
>[...]
> Anyway, those are the major issues that I'm facing in trying to make a
> decision.  The main issues that it comes down to for me personally are that
> I <really> want to provide a functional, usable, robust, and game-oriented
> mudlib for DGD.  I really want to do that.  What I don't want to happen,
> however, is to have 100 other MUDs out there look exactly like mine as far
> as look and feel.  There are some fairly original/not-so-common things that
> we're doing that would be easy to point out in those MUDs that are using our
> mudlib.  I also don't want to be continually servicing requests for changes,
> etc. at the cost of neglecting my own MUD's design.  I know this can be
> solved via delegation and what not, but it's still an issue for me.

Release only part of your mudlib.  Include the base classes, but
not the actual rooms and objects.  That way you won't have to fear
the 100 identical clones.  Just include a few example rooms with
a few example monsters (adjust to whatever your mudlib actually
contains).

Use a DGD-like policy with regard to changes: make clear that you
will be very happy with bugfixes, but will only include those
"enhancements" that you yourself like.

Dworkin



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