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    Separating UX from Functionality (Design Patterns!)

    Mildly Constructive
    sparksdev design patterns ux design
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    • S
      Sammi @RnMissionRun last edited by

      @RnMissionRun said in Separating UX from Functionality (Design Patterns!):

      I just started a project to create a Myrddin's style BBS for Evennia but I do not have the expertise to integrate it with a web forum.

      The great thing about what @Sparks is doing is that it avoids this entirely. It just passes data up from Evennia and sends new messages back to it. The forum is handled entirely by the game.

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      • Thenomain
        Thenomain last edited by Thenomain

        So here I am, installing server code from a new game, and I find out that @Chime's TinyMUX fork has this gem:

        • Contains @raelik's ATCP code.

        I look this up. It's apparently GMTP!

        And now we know.

        “If you wish to make an apple pie from scratch, you must first invent the universe.”
        ― Carl Sagan, Cosmos

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        • Alzie
          Alzie last edited by

          If everything is in a database, then all you need to do is decide how your web interface looks. What holds back most games is that they use the binary data files, which aren't useful for the purposes of outside interfaces. That's how the infamous RFK patrol interface worked. It's also how the staff territory modification system worked.

          That being said, re: job system to DB, we already have a job system made to work entirely within a DB: MuReq

          Alzie's Too Long Playlist

          Thenomain 1 Reply Last reply Reply Quote 0
          • Thenomain
            Thenomain @Alzie last edited by

            @Alzie

            + is non-optional.
            The 's' on +jobs is non-optional.

            This is a UX complaint in the wrong thread, but it's always bugged me about the existing jobs systems.

            “If you wish to make an apple pie from scratch, you must first invent the universe.”
            ― Carl Sagan, Cosmos

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