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  <title>SmaugMuds - Topic: How &quot;stripped&quot; should the codebase ship?</title>
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   <title>How &amp;quot;stripped&amp;quot; should the codebase ship?</title>
   <link>https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=13674#p13674</link>
   <description>Those are some good ideas Quixadhal. I&#039;ve always been partial to the idea that someone who downloads a codebase and wants to start a game with it should have some kind of plan for what kind of races, classes, skills, spells, areas, and the whole bit. That&#039;s why I&#039;ve always leaned toward leaving out the whole &amp;quot;stock world&amp;quot; thing. But that also leaves people doing some head scratching wondering exactly what to do with a blank slate. I may just have to resolve to spend a bit of time doing some of t</description>
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   <pubDate>Sun, 16 Dec 2007 15:32:32 CST</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (Samson)</author>
  </item>
  <item>
   <title>How &amp;quot;stripped&amp;quot; should the codebase ship?</title>
   <link>https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=13663#p13663</link>
   <description>For what it&#039;s worth, I think you should ship with a carefully considered set of everything. That is to say, a selection of skills and spells that show off how the basic concepts that most fantasy muds rely on are implemented in AFK.  So, a direct damage spell, an area affect, a damage-over-time, healing, spells or skills to add and remove affects, and something to show how one goes about adding tokens or markers that are used and recognized by triggers later on. Likewise, a selection of mo</description>
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   <pubDate>Sun, 16 Dec 2007 10:45:25 CST</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (Quixadhal)</author>
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  <item>
   <title>How &amp;quot;stripped&amp;quot; should the codebase ship?</title>
   <link>https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=4696#p4696</link>
   <description>As Far as areas go, if your thinking of including them, Why not just create a &amp;quot;area pack&amp;quot; that players could download if they wanted to use some stock areas.  But a barebones codebase would be alot of work for people who are looking at the same general theme that AFK is that don&#039;t need to. I&#039;m testing out AFK currently as a possible base for my DBZ mud, I dont mind the extra work removing the skills that I dont need, and as I&#039;ve said before, removing the spells, classes, skills, and races would </description>
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   <pubDate>Tue, 14 Nov 2006 14:37:53 CST</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (KazRo)</author>
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   <title>How &amp;quot;stripped&amp;quot; should the codebase ship?</title>
   <link>https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=4695#p4695</link>
   <description>I&#039;d say it should be as stripped down as possible, since if we were to use it, we&#039;d put in all of my own areas, skills, spells, classes, races, etc.  I&#039;d rather not have to remove the parts we don&#039;t want first.</description>
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   <pubDate>Tue, 14 Nov 2006 13:02:58 CST</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (Omega)</author>
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  <item>
   <title>How &amp;quot;stripped&amp;quot; should the codebase ship?</title>
   <link>https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=4681#p4681</link>
   <description>I personaly think there should be complete &amp;quot;stock&amp;quot; my resoning.. (pardon the repeats &amp;amp; spelling) 1) The best help, is that that work. - With stock spells/areas/etc.. you have things to dicect &amp;amp; learn the framework from I like help files emensly but there&#039;s nothing like learning from raw data &amp;amp; it&#039;s how I do most things is take a chunk from here &amp;amp; their and put it togeather. 2) I agree with one of the previous people saying the overland map is ausom.. it&#039;s the reson I grabed it.. but (at t</description>
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   <pubDate>Mon, 6 Nov 2006 22:36:43 CST</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (ransom)</author>
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   <title>How &amp;quot;stripped&amp;quot; should the codebase ship?</title>
   <link>https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=4673#p4673</link>
   <description>Well, Areas would be nice, but for the most part. Most would no doubt delete the areas, redo them anyhow. My opinion is that.. the immortal zone, would be better off with actually giving information on all commands for immortals, all.. would also be good to have a section in it where it helps people learn how to deal with the olc for overland, rooms, that good stuff.. Just my two cents, may actually help people out sometime anyhow.</description>
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   <pubDate>Mon, 6 Nov 2006 02:41:43 CST</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (ToadVile)</author>
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   <title>How &amp;quot;stripped&amp;quot; should the codebase ship?</title>
   <link>https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=4671#p4671</link>
   <description>Well, the funny thing is, I really do like the idea of the overland code, but just don&#039;t quite &amp;quot;get&amp;quot; how to incorporate it, it looks like (from the docs in the AFK distro that I first set up) you have to make the map image in paint, then set each area file to a set of coordinates from that map image so the mud knows where on the map to place that area, and then declare for each continent it&#039;s coordinates as well. (None of which I really know how to do.) :sad: ...and, well, if I&#039;m going to just n</description>
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   <pubDate>Mon, 6 Nov 2006 01:40:27 CST</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (Conner)</author>
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   <title>How &amp;quot;stripped&amp;quot; should the codebase ship?</title>
   <link>https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=4667#p4667</link>
   <description>All perfectly understandable reasons Conner. We probably haven&#039;t done enough to educate potential users that the overland is not a requirement to make use of the codebase. You don&#039;t need to set continents, place areas on a map, or any of that to have a fully functional and enjoyable world for your players. But should the time come, the facilities are available and don&#039;t require having to stop and take a bunch of time to add support for it to the codebase. It&#039;s there waiting to be tapped someday.</description>
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   <pubDate>Sun, 5 Nov 2006 22:13:14 CST</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (Samson)</author>
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   <title>How &amp;quot;stripped&amp;quot; should the codebase ship?</title>
   <link>https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=4664#p4664</link>
   <description>Samson, of the choices listed, I went with the one for leaving it the way it&#039;s been, but only because I don&#039;t see a need for the whole stock world set. When I first looked at AFK, one of the turn offs for me was that the stock codebase didn&#039;t have any starting areas to work from (other than the default ones) so I had no clue how to go about adding things like a new continent or using the coordinate system to place new areas or how to add images and so forth, so sticking with smaugfuss became far</description>
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   <pubDate>Sun, 5 Nov 2006 20:16:15 CST</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (Conner)</author>
  </item>
  <item>
   <title>How &amp;quot;stripped&amp;quot; should the codebase ship?</title>
   <link>https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=4659#p4659</link>
   <description>If you added in a stock world you would most likely see more stock AFKmuds, but you would see more....AFKmuds just for the fact that a lot of people may shy away from AFK for the lack of stock areas. :tongue: But, I believe its best to leave stuff as it is, the mud can be adapted to fit the theme a person wishes. Removing everything but the bare essentials would just be additional work for programmers having to rewrite allot of the skills/spells that would be removed.</description>
   <guid isPermaLink="true">https://smaugmuds.afkmods.com/topic/how-stripped-should-the-codebase-ship-1261/&amp;p=4659#p4659</guid>
   <pubDate>Sun, 5 Nov 2006 19:28:44 CST</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (KazRo)</author>
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