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Yes, I'm looking for a coder. And yes, I can code myself, thank you, quite well, from good old COBOL to C++. I've also immed and imped before, successfully, and have decided that being head coder, head builder, and handling player relations is too many hats for any one person--that is, if you want a successful mud, and don't want to be constantly interrupted at your coding.
Not to insult all you coders out there, who I greatly respect, but I found out the hard way that's it harder to find a head builder with good spelling and grammar and the patience to train builders, and harder to find someone for player relations who is fair and can hold his/her temper and not let his/her friends, uh, bend the rules.
So I've assigned myself the two jobs hardest to fill, and seek a coder as co-imp (equal privileges but I foot the bill) who will have equal input into shaping the MUD. Two themes are already sketched out in detail, both focussing on combat, rp-encouraged themes, but with most of a char's power inherent in the char itself, rather than boosts from eq.
Anyone interested in co-imping, with you as head coder and me as head-dirty-work-and-patient-explainer-of-their/they're/there, please post here or e-mail me. As usual, samples of your work and references will be expected. Heaps of experience aren't required, since I'll be sheltering you from most of the distractions, but skill is expected.
First subject of discussion will be, why is everyone recommending Smaug to me as the starting code base for a char-centered mud? I've read it, several times. Looks buggy, even FUSS, short supply of builders trained in Smaug, lack of plug-ins and add-ons and pre-built areas, and the only reason I can see that it would be easy to modify to make it char-centered is that there simply ISN'T much there to modify. (Anyone can chime in on this last part.)
Hope to hear (*grin* that's "hear", not "here") from interested co-imps.
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