With an upcoming release we are changing the modules structure.
Components: FunMayhem Based Code (Free / Not Free)
Modules: User Community Code (Free / Not Free)
Plugins: Local Custom Code
We might come up with a group that approves modules and code reviews modules.
What do you think?
Greg
NWE Module Committee
NWE Module Committee
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.
New Worlds Engine / FunMayhem.com
Helping you get your game concept up and running. Now.
- KyleMassacre
- Posts: 573
- Joined: Wed Nov 27, 2013 12:42 pm
Re: NWE Module Committee
How is the plugins going to work exactly that differs from the modules? I always thought plugins and modules were basically one in the same depending on the system you are using for example node uses modules whereas composer uses plugins.
Also this committee, who would it be? Would it be someone from funmayhem or hand picked people that are here for example? The only reason I ask is because I have some concerns:
NOTE: I am not trying to sell my self as a candidate
Also this committee, who would it be? Would it be someone from funmayhem or hand picked people that are here for example? The only reason I ask is because I have some concerns:
- If it's someone not from this community do they understand the little quirks with the engine like reserved file names like the difference between post/pre_content or etc (not that it's difficult)
- If it's someone from IR for example (not judging, just and example) refer to item 1 and can they be trusted and not steal our modules for their own?
NOTE: I am not trying to sell my self as a candidate
Re: NWE Module Committee
I was thinking like 2 from here and 2 from the community. Have 2 people approve from the 4. I would assume they would be trustable, committed members of the community.
My goal is not be a slow down on the module approvals and get more eyes on them. Our history has not shown any difficulties in module submissions. However I want to be prepared for the future. Our plans for the company include 2-3+ thousand users in the next couple of years. I would rather talk about this now than then. (Note: That is for all of our product plans)
Greg
My goal is not be a slow down on the module approvals and get more eyes on them. Our history has not shown any difficulties in module submissions. However I want to be prepared for the future. Our plans for the company include 2-3+ thousand users in the next couple of years. I would rather talk about this now than then. (Note: That is for all of our product plans)
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.
New Worlds Engine / FunMayhem.com
Helping you get your game concept up and running. Now.
- KyleMassacre
- Posts: 573
- Joined: Wed Nov 27, 2013 12:42 pm
Re: NWE Module Committee
Sounds great. Just let me know if I can help in any way. I can make a great liason (me thinks) lol