[DGD] Mudlibs
Par Winzell
zell at skotos.net
Fri Aug 24 21:13:46 CEST 2001
> >The reason for asking this is because I wanna learn LPC but its
> >kinda hard on Mudlibs that are really buggy or dont really have
> >any features(code for me to look at). So if anyone has any
> >suggestions or if I should just start from scratch and learn from
> >trial and error(Which to me would seem kinda hard :p)? Anyways
> >thanks in advance. And also could you let me know the version of
> >DGD to run it with? I am not sure how this list works either I
> >dont know if there is an archive or whatever of past messages so
> >if this has been asked before I'm sorry.
>
> I have to agree with your thinking on learning how to code LPC. Unless you
> are going to take a class or have someone to sit with you and teach you it
> is necessary to have good examples to look at, unfortunately none currently
> exists (at least none has been released in the form of a lib). There is
> always hope that one will be developed in the future though....;)
May I suggest the standard route of acquiring a developer account
on an existing LPMud? Typically this is 'wizard' status, and it is
often gained simply by playing.
The benefit of starting with small managable 'toy' projects, going
up to custom-effect armours and weapons, to large, inter-connected
areas of rooms and objects, cannot be over-stated.
If you are new to this sort of thing you are not going to benefit
very much from hacking up an existing mudlib in solitude. Just get
a wizard account -- you can work with 20 other wizards online and
you can get instant gratification. Before you know it you'll have
mastered the tactics of LPC design and that's when you can actually
benefit from hacking mudlibs.
Zell
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