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Re: Re: Coding specials

It's certainly true that the first TerraScripts people write


may have bugs in, and scripters use a system by which scripts


are uploaded via an in-game editor session similar to the mailer


to put them on the server and test compilation from within the


test mud, and iron out these bugs themselves if at all possible.


A new script has to compile with no errors before it qualifies


to be made active (also done from within the game) and actually


tried out. But I wouldn't want to suggest that there isn't a


learning process that takes some time and effort (and also help


from other people) - new scripts being written at the moment


rarely need intervention from a coder though; more often they


will have improvements suggested by more experienced scripters.




As you say, not all alternative systems require code access,


either - I'm certainly not suggesting TS is the only way round


that - in general I just wanted to mention what we see as a major


advantage, without suggesting that it is the only system that has


that advantage or better than every other system under the sun.




I'd be interested in reading any more complex overview that


you write in the future, with an open mind in the sense that I


wouldn't be biased towards my own mud's method, but all the


same with a particular interest in all methods that result in


systems that are easy to use and accessible to the widest possible


range of people, not just because that saves work for coders but


also because it increases the involvement and sense of achievement


of those other people in bringing their quests to life.




Firefly