in reply to Module Organization

You should organize it in a way that makes sense to you. I think an OOP primer might be a good place to start.

I would use the Roleplay module to define how the objects in your MUD interact, but that is entirely up to you.

l8rZ,
--
andrew

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Re^2: Module Organization
by Dwood (Acolyte) on Oct 13, 2010 at 08:39 UTC
    What do you mean using it to define how they interact? I'm still really new to Perl (as you can tell, haha) - do you have any really good examples I can take a look at?

      What I mean by interact are the game mechanics, Things like keeping track of where the players and items are, what quests are currently active. I am not really much of a role player, but I am imagining it acting as the Dungeon Master.

      I am thinking of this project as a way to learn OOPerl so I don't see the large numbers of files as big a problem as they would be if it were something that was going to end up with a public release. I think it is probably easier to start with something concrete like Roleplay::Orc instead of Roleplay::NPC. Once you get more familiar with perl you will likely want to rewrite it anyway.

      Perhaps look at some of the nodes here: Object Oriented Programming

      l8rZ,
      --
      andrew