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Author Topic: Playing with MUD.  (Read 2345 times)

Fishbreath

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Re: Playing with MUD.
« Reply #15 on: October 08, 2010, 02:33:13 pm »

I actually wrote an MMO-style combat system for Penn/TinyMUSH, complete with automated monsters and the like. It was turn-based, though, which made it a bit easier.

It ended up being about 50,000 lines worth of MUSHcode by the time it got to a reasonable state of playability (still pretty buggy, though, and a combination of me running low on time to maintain it and players wanting to move in a different direction meant it got junked). It's certainly a complete language, and possible to get away with doing almost everything in functional code; if you've ever written any LISP it's a breeze to get into, although as with all functional code you kind of have to use side effects if you want to do anything interesting.

Iituem

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Re: Playing with MUD.
« Reply #16 on: October 08, 2010, 02:35:32 pm »

Crikey, plenty to take in here.  Running a game here tonight, so can't bootswap to 'buntu til later, but I'll try some of these.  Also, would you mind awfully dropping me a sample of that combat code please, Fishbreath?  I could do with picking it apart for details and practise with the language.
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Fishbreath

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Re: Playing with MUD.
« Reply #17 on: October 08, 2010, 03:40:47 pm »

You're in luck: I thought it was stuck on another computer and in a version control system I don't have access to right now, but I have a local copy.

There's quite a lot of it, and much of it references two other systems that I didn't write--a virtual object system (to avoid cluttering up the database with zillions of random objects) and a skills system (a FUDGE implementation). There's also a lot of math that I've forgotten, and a fair amount of the code is untabbed and uncommented, since I wrote it before I found a tab-and-comment stripping tool. That latter is very important but doesn't seem to be available anymore. If I had my desktop at hand I'd send that too.

I'm thinking zipping it up and sending it as an email would be best, probably. Drop me a PM with where you want it.

SolarShado

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Re: Playing with MUD.
« Reply #18 on: October 10, 2010, 12:28:24 am »

Crikey, plenty to take in here.  Running a game here tonight, so can't bootswap to 'buntu til later, but I'll try some of these.

It might add another level of complexity to your setup, but you might consider running your MU* server in a virtual machine on top of windows. A basic VM's not too hard to set up, and you don't have to reboot to switch OSes. You also could've avoided re-partitioning.

Sun*COUGH* Oracle's VirtualBox is a nice virtualization package, 's what I use for a lot of my tinkering.
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Muz

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Re: Playing with MUD.
« Reply #19 on: October 10, 2010, 03:51:05 pm »

Oh, I wanna make a MUD too, just for the fun of it. And maybe to not let my C network programming skills get rusty. Let's make one together :P
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Bouchart

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Re: Playing with MUD.
« Reply #20 on: October 10, 2010, 11:03:45 pm »

I'm kinda doing the opposite thing here.  I'm using a stock codebase and building my own areas.  It's so time consuming to do right, and I don't have enough work ethic for it.
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