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Old 03-13-2009, 05:12 PM   #15
Fizban
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Join Date: Jul 2006
Name: Brandon
Location: Shelby Township, Michigan
Home MUD: The Builder Academy
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Re: Revolutionary New OLC and Scripting


I wasn't saying they can't save the builder time as well, I was just stating that ideally, at least in my eyes (ie. I'm not saying your opinion is wrong, just simply that it's coming from a different perspective) , a scripting language embedded into a MUD should have simple enough syntax for the majority of the MUD's staff to be able to use it to save the absolute largest amount of time. That way more people can share the workload and builder's can write the scriptsfor their own zones when making the zones instead of having to think up scripts and then request that a coder write them for them. DG Scripts can most likely do 95%+ ofthe things your NIMSCript (I said most likely) but it has syntax which is friendlier to non-coders who would quite likely be intimidated by the syntax used in the NIMScript. I certainly do agree that how powerful and flexible a language is matters, I just disagree on it being the only thing that matters.
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