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» SmaugMuds.org » General » Coding » Way to 'test' new coders...
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Way to 'test' new coders...
< Newer Topic :: Older Topic > Need some ideas :)

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Post is unread #1 May 6, 2003, 7:57 am
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The Null Value
GroupAFKMud Team
JoinedFeb 23, 2003

Hello, this is ment more for the Head Coders out there.

For the past several years that I've been working on MUDs of my own, I've only brought a coder on once. I can't remember why, but all I know is he left very quickly.

So my question is... I am paranoid and I only give a little trust before I ask that one earns the rest.

What techniques have been used to test new coders out there? What sort of ways have you guys found to be easier? I mean I could ask for a sample of their work, but who is to say it's theirs? Who is to say it's not some punk kid who just wants to have their fun with some MUD, or worse, use the server as a personal hacker playground under my account name?

See? I told you I'm paranoid.

All I know is I've realized that it's very difficult to be the do-all of a MUD project.

Your input would be appreciated
Post is unread #2 May 7, 2003, 6:24 am
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Black Hand
JoinedJan 1, 2002

We may not be the best example of how to work a scenario like that. We've been blessed as far as muds go. The crew here works together nicely and we haven't had much need to seek outside coding help. I would suggest you seek such people from your existing staff of builders if you have them. Best way to assure they have the desire to help and not destroy. Start them off small, see if you can get your host to allow them a separate login under your group. Set up CVS so they can't royally screw you over. What you should NOT do is advertise that you need coders on TMC/TMS/etc. You'll only attract those seeking a quick promotion and instant shell access. Chances are anyone who knows how to code well is already working on a mud somewhere.
Post is unread #3 May 7, 2003, 12:21 pm
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Guest - (Unregistered)

I agree with the CVS from Samson, but then lately CVS is a must with me for virtually everything ;) Then just have them checkout a seperate branch altogether and if they screw up you can ignore the branch, anything good and you can merge the branch back into the main trunk.

As for testing them out, something simple that doesn't require indepth information and the entire code... for example writing a spell or two, that way you can see how they layout stuff and examine thier style of code. What the spell does and how it work is another matter. Other options would be to get them to psudeo-code up a system that was a bit bigger than your average system, and look at how the design it and stuff... being able to explain an idea well means you can prolly translate it into reasonably good code. Also if you understand the concept os psuedo-coding and WHY you need to you prolly understand at least some coding nicities.

Advertising always has brought in the masses of "Yeah my l33t c0ding skillz" bunch who know a smattering of C, but little about the advantages of structured design and documentation to be useful as part of a group. The coders I worked with though, I trained. They maintained my spells initally including porting spells to use an internal soft-coded interpreted language I wrote, this developed into maintaining larger and more complex commands eventually working in the core framework as I modified it and working in harmony with the system design and contributing to system design meetings/discussions

I may be looking for too much in a coder though here... several years of working with professional (or at least trained) coders may have spoilt me a little ;)
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