Module Name Suggestions

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gmoore
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Module Name Suggestions

Post by gmoore »

Okay so I am currently adding a slug system for the modules so that you can rename their links. So rather than using the http://nwe.funmayhem.com/demo/index.php?p=add_gold you can call it awardgold so you get http://nwe.funmayhem.com/demo/index.php?p=awardgold to mean the same thing. I never liked the word for 'clans' when I might use guilds. Stuff like that. This will be set in the modules table.

Also trying to get a first pass on nice URLs. So http://nwe.funmayhem.com/demo/index.php?p=add_gold will become http://nwe.funmayhem.com/demo/add_gold. I had this running at one point in the past for myself.

Third, allowing the core to be out of the root of the website. Kind of like CodeIgniter.

So where I need your suggestions.

How do all of you envision custom modules going? My thoughts are modules written by FunMayhem.com are Modules and custom modules from third parties (many of you) would be Plugins (which run the same way just separate). Also how would we do a naming conversion so two 'vendors' / 'module writers' could use the same name? Like both could have Combat plugins but are separate. With the slug system the game moderator could call it anything they want. Maybe like vendorcode_combat with FunMayhem.com supplying the vendor code to people. halls_combat or alain_combat.

What do you think? Need more clarification?

Thank you!
Greg
Running a game is like riding a bike ... well it should be!

New Worlds Engine / FunMayhem.com
Helping you get your game concept up and running. Now.
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KyleMassacre
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Re: Module Name Suggestions

Post by KyleMassacre »

Let's see if m getting this right for the module/plugin stuff.
So you would create a plugins folder which is not the modules folder? If so, what would that actually accomplish I am a bit confused there? If you did go that route, for naming conventions maybe we can get a dev code and prefix our modules/plugins with that? Also, let's say we did that, I can still see a collision because of the slug system, what module will the slug grab, who sets the slug on install, after the install does it provide a place to create a slug on the spot? Basically I would need a bit more clarification there.

For the friendly urls, does that matter? I can see it mattering for public pages if you wanted to talk about SEO but it wouldn't really matter for the private pages. And since NWE isn't written in MVC format we would have to keep track of all of our $_GET requests and add them to the .htaccess which seems like a little bit more work than it's worth. With that being said I'm not too familiar with .htaccess to know if there is an easy way to rewrite all those request automatically
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gmoore
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Re: Module Name Suggestions

Post by gmoore »

The slug system would warn you of conflicts.

The plugin folder would be separate to show custom modules/plugins vs system modules. Maybe something less stressful. Like core modules might be called plugins rather. Custom or vendor modules might stay modules or addons or something. They will operate the same way. My ultimate idea is to allow other people, you for instance, to update your modules yourself from your website. Or your group of games from your open 'Store area' and the core from us. Trying to decouple for more flexibility. I saw this because I have a forum system for 'groups' similar to the clans forum. Why would we step on each other, etc. Pick what you want. I hate the Wordpress system because it's first come, first served on names.

The point is, I showed what I was thinking. Let's get a discussion going. I am VERY willing to listen, speak, teach AND learn.
Greg
Running a game is like riding a bike ... well it should be!

New Worlds Engine / FunMayhem.com
Helping you get your game concept up and running. Now.
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KyleMassacre
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Re: Module Name Suggestions

Post by KyleMassacre »

For me, to be honest, is as long as it doesnt change drastically the way to create modules, it doesn't really matter to me. But for "our" stores/shops I would be ok with that. But the reason I believe Alain did it this way is so that people were not getting malicious code from NWE's site. He never stopped any one from selling their stuff from a 3rd party but he wanted everyone that got something from NWE to be safe. Would we have to create our own script to serve the files to the games or do you have some plug and play script in the works that we just configure our directories and we can start? That would be the only thing I can see wrong with it because for people that dont really understand how the modules gets delivered works. Or would your site still be available to people?

I know we have talked about a "developer license" very briefly and I think this is where it could fall into play. Maybe it can be like a "Verified Developer" or "Trusted Developer" where people can get a piece of mind kind of showing that for lack of a better term NWE "endorses" this developer where we would be able to put like a little badge on our sites market place haha.
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gmoore
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Re: Module Name Suggestions

Post by gmoore »

I've been reviewing the engine from a lot of different angles. I want the product and ancillary things about the product to be as professional as I can help them be. So a developer license might include training or proving your talents. Might be a module certification or some such things. I'm just throwing out my ideas. I've looked at the Joomla or Wordpress models as well as companies I've worked for in the past that had a situation like we have.

Greg
Running a game is like riding a bike ... well it should be!

New Worlds Engine / FunMayhem.com
Helping you get your game concept up and running. Now.
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KyleMassacre
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Re: Module Name Suggestions

Post by KyleMassacre »

I got a question for you Greg, is a marketplace on our end something to look forward to in the near future or is it an idea you are just throwing up in the air?
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gmoore
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Re: Module Name Suggestions

Post by gmoore »

Throwing it up. Was considering what a developer version might include. Tools etc.
Running a game is like riding a bike ... well it should be!

New Worlds Engine / FunMayhem.com
Helping you get your game concept up and running. Now.
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KyleMassacre
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Re: Module Name Suggestions

Post by KyleMassacre »

Ok just making sure. I wasn't sure if I needed to start making a marketplace of not, I may end up doing one just in case.

As for the dev tools: maybe a cleaner profiler, something like Kint? Something like that you can add so much to look at in real time. That's about all I can think of at this point.
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gmoore
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Re: Module Name Suggestions

Post by gmoore »

I wouldn't worry about getting a market place up yet. Just brain storming.
Greg
Running a game is like riding a bike ... well it should be!

New Worlds Engine / FunMayhem.com
Helping you get your game concept up and running. Now.
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