Object Editor

SYNOPSIS

This document is a collection of notes taken while planning the demigods' interface to FærieMUD.

DESCRIPTION

The coders' interface to typical !MU<nop>Ds are minimal, to say the least. One is usually required to edit text source files with a vile little editor called 'ed', which, in reality, is only good for editing constant streams of information (ie., sed).

Steps for creating a new object

  • Determine placement in class heirarchy
  • Understand inheritance structure
  • Describe and document intent of new object -- how is it different from other objects?
  • Determine whether it can be described under current class
    • Yes, without additions
    • Yes, with additions<br> Create Properties to cover additions
    • No, needs new class<br> Develop Proposal for new class<br> Submit to higher authority
  • Call up !XM<nop>L template for defining new object
  • Make changes to define the differences you specified above
  • Syntax check
  • Submit for Approval
  • GodCost? determination tells you whether you have the power and what it will cost you
  • Choose whether to create it
  • Place it in the world

— Scotus - 03 Jun 2000

— --

I think that there are actually two separate phases to the process described here. Creating the class costs nothing as far as the immortals' power -- we don't want to discourage people from creating them. Actually instantiating the class you've created is the thing that has a corresponding cost in power. The more powerful/unusual the object, the higher the cost associated with instantiating it.

What sort of XML template would one edit? Why not present a web interface to class editing? Filling in a form will be infinitely easier than trying to create a valid XML document by hand, even with a template. That's not to say that we couldn't have both, I suppose, but I had planned on making a forms-based wizard-ish interface.

— Ged The Greys Hain - 05 Jun 2000