[MUD-Dev] Information sharing (was: Re: Where are we now?)

Bruce bruce at puremagic.com
Tue May 8 08:11:04 CEST 2001


shren wrote:

> Security is a game of black against white, and there's no point in
> giving them your queen at the beginning of the game.  Besides,
> giving out the code, you give out every other secret about the mud,
> from room layouts to monster AI.  Players jump on these secrets but
> get bored when they master the game faster because of them.

I'll ignore the security issue because I've never really seen one side
convince the other in this issue and I've not the time to waste. :)

But, why does 'giving out the code' entail giving out 'every other
secret about the mud, from room layouts to monster AI'?  With
separation between data and code, making many things data-driven (as
they should be), etc, that wouldn't seem to be necessary.  For things
that are in the code, one strategy that we've used was to have the
generic core portions of the code flagged as 'core', and when doing a
release, we strip out everything that isn't flagged as 'core'.  So
long as you have a good system for providing extensibility, that ought
to work out fairly well.

  - Bruce

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