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I've been trying to sign up for the last two months unsuccessfully until Nick helped.
Sorry for the delay, I don't read my emails all that often as they are 99% spam.
As for BabbleMud, I concur with David somewhat. We have both been busy doing other things, and there are times when I wonder whether the world needs another text-based MUD. To me it is a bit like designing a new black-and-white TV, when most people are using colour TVs, and if you really want a black-and-white TV there are some nice models already in existence.
I went off on a side-branch a bit a while back and did stuff for adding quests (tasks) to SMAUG, using Lua. That hopefully helped breath a bit more life back into an existing code base, without all the effort of starting from scratch.
I agree with David that perhaps some sort of graphical MUD is the way to go, acknowledging the almost certain higher development time such a thing would take.
It is interesting that every time you add a new feature, you are also adding to the building time for your virtual world. To take a simple example, say you originally had pure text in a MUD (that is, white text on black, or some form of monochrome). Then you enhance your engine to allow coloured text. Suddenly your building time is slowed down as you consider "what colour should this sentence be in?". For example, combat messages in red, healing messages in green, messages about water in blue, and so on.
Imagine for a moment that you could obtain an off-the-shelf MMORPG game engine, all you had to do was "paint" the virtual world. It would probably still be an enormously time-consuming exercise. Suddenly instead of saying "there is an angry wolf here baring its teeth at you", you need a picture of a wolf, some way of indicating visually it is angry, and some way of depicting it in combat with you, as opposed to merely staring at you peacefully. Multiply this by all the creatures in your world and you have a very big project ahead of you.
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