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As I mentioned in my email to you, one possible alternative to DoT is PennMUSH - provided you want that sort of atmosphere.
PennMush is a social mud codebase - and I am planning a combat oriented, heavily detailed, rpg style mud. Like you told me awhile back - in the PennMush codebase you have to program it to say "You are unable to go in that direction." when you try to go north when there's no exit north - default PennMush just says "Huh?". That's alittle to.. basic. There are some features in the more advanced codebases that I wish to keep - "You are unable to go in that direction." is a good example of one of them.
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I suggest you post your requirements in more detail (eg. do you want players to build?) otherwise it is hard to say which might be better for you, or even to know what features you are looking for.
Good idea.. here I am asking for help yet I'm not including what I need help with ;-)
Planned Mud Features..
1) Multi-user: this game will eventually be online and available for everyone to play - I'm not building it for myself or just for my friends. But for any and everyone.
2) Heavily detailed: rpg driven world, it will not be a chat room. I want players to lose themselves in my game. Become someone different.
3) Combat oriented: players battle npc creatures and eachother (PK allowed).
4) Experience increases PC stats: (the basic RPG model) the more creatures you battle the more exp you gain and the better you get. To take it a step further in non-combat related skills such as "fire-building", the more you succeed in attempting to build a fire the better you get at it.
5) Continued from #4 -Skills: Several combat and non-combat skills.
6) A heavily customized combat system: I'll do my best to reduce the "hack n slash" boredom of most muds. When you attack something instead of it repeatedly saying "You attack <creature> causing -5 in damage." (Like ROM uses) It will say some random things like "Gripping your bronze sword in one hand you feint a blow, then strick a succesful stab doing severe damage." Unimaginative/bad example perhaps, but hopefully you get the idea.
7) NON-Magical: It will be based on reality, i.e. no spells or magic weapons. Since nearly all the more advanced codebases are magical by default (such as Smaug and DoT) I'll have to figure out a way to make it Non-magical.
8) Players do not build rooms, create objects or mobiles. They simple explore the world, interact with PC and NPCs, and advance there character. Players won't be exposed to the codebase.
9) Other features such as weather (which DoT has) and a heavily costomized room and mobile -- ran_dom aka atmoshpere aka sayings (example - say you are in a bar you'd see outputted "A waistress walks in carrying a plate of roasted meat." -- program.
These are very broad categories, if it's important I can expand on any of them to give further detail. I'm hoping this mud seems possible in DoT. Or maybe ColdC would be better. I'm honestly at a loss as to which codebase on the internet to choose.
I've made several copy-right agreements with owners of photo galleries so I can include their photos on my mud's website, say you are in the mud and you see "A red sand frog" next to you, you can pop over to the website, type in "red sand frog" and a picture of it pops up. I've over 1,000+ photos ready and waiting. Thankfully, I know alot more about HTML than I do about C/Mud programming
I've a long way to go and alot to learn, but I will get there and this mud will be built.
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Annoying newbie questions..
Not to get off topic but I think it best I know this before I go any further. What (basically) can I accomplish by editting DoT's soft-code and what things must I edit the hard-code inorder to accomplish? The difference between soft/hard-code?
Softcode can be edited using the OLC and without and knowledge of C/C++, and Hardcoding can only be edited if you DO know C/C++.. right?
In the DoT directory, where is the softcoding located and where is the hardcoding located?
I've purchased several books on C programming but it will be awhile before I'm competant enough to understand any of it.
This is already long enough so I'll stop here.
-Rob |