So I'm having trouble describing even the basic concept to a non-gamer programmer; the one I'm talking to just doesn't understand what I'm talking about. We all know what random generators are in RPG terms, but translating that into English for someone who's never seen a random encounter table is proving hard!
Can anyone help me out with this, and figure out how to describe this system in plain English?
At this point, we've got the basic idea hashed out between 2 guys who understand the end-purpose and most of my content is leaning more toward developer-speak and not targetted to somebody totally new to the concept.
I think we'll need a doc briefing on the basic problem with example tables from a gaming book, just to frame the business need for your dev candidate(s) who couldn't even fathom the topic. Ideally, a developer who understands gaming would have a better eye to completing this, but work with what you have.
Then we can get into the general approach that all our prior text is about. Then the nitty-gritty details about how this is to be done.
What's your time table to do this? It'll take me some time to hammer out documents. I can start the first doc for briefing on the general problem.
I am not familiar with vBulletin's coding architecture, so get a guy who knows that and can envision how to hook the parts into that. That way, we can focus on explaining the parts, and they'll have their own good idea on how to hook it in.