Greetings, everyone. This will be my first post here, so I'm going to keep it as concise as I possibly can in an effort to make friends rather than enemies.
I was a Wiz/Liege/Arch/Assistant for several years on an older MUD. (CD Server in C, files written in LPC) The codebase and source for this MUD was the original Genesis game, which remains active to this day. My old MUD, however, has closed its doors forever - leaving me one hobby short!
I'm a creative writer at heart, and my imagination is my strong suit. For years I've had an entire world swimming in the recesses of my mind, but I've never put it to any use. Now I have the perfect reason - and opportunity - to put my experience and imagination to good use and create a whole new world all my own for others to enjoy.
Problem being, the world has changed. When my old MUD first went up, C languages were fairly common for servers and LPC was a basic and common writing language. As I began researching the steps I might need to take to begin my own MUD-pie, I quickly became aware that many MUDs today use different languages than I am used to for their servers, scripts, and so on.
I already have the finer points of the game world and style of play worked out and written down, complete with maps, classes, races, combat systems, object types...et al. But, seeing as how I find myself in uncharted waters with much of my experience being obsolete, I thought I'd ask the fine experts here at Gammon for their advice :)
My main goal is to create a new hobby for myself that is fun and challenging. I don't care about how many hours it takes or how much work is involved; I have unlimited time, and would be perfectly happy to "Localhost" my MUD for the first couple of years while I work on it by myself. I have taken some classes for C and C++, and have untold volumes of documentation and textbooks regarding numerous coding and scripting languages, databases, etc.(ranging from simple HTML to Javascript, SQL, and Lua). I just want to make it clear that my main concern is not necessarily doing things "the easy way". I want to do things the way that will challenge me and allow me to simultaneously learn and create a new world that people can actually enjoy when/if it goes online. If nothing else, I'll use a local machine and broadband access to play just with friends and family.
I know that I can find answers to my questions elsewhere, and I have been sitting at this computer for the last several hours researching, taking notes, copy/pasting, and generally learning what I can. But those answers have led to some new questions, and I would appreciate a direct response to my most pressing concerns.
So, all of that background information covered, here are my basic questions:
1. Is it worth my time to invest in creating my own MUD server? What are the pros & cons of using a pre-designed server vs. creating my own? If I'm rusty in C++, exactly how difficult would it be for me to alter a predesigned source code?
2. What codebases and languages are advisable for the server and the MUD itself? What's the current "state-of-the-art" design, and what's the most reliable fallback? Is LPC dead?
3. My old MUD used a lot of archaic coding that - according to modern articles - is very inflexible. That being the case, what should I look for to increase the game's flexibility?
4. What's the easiest way to create a MUD (using new design and language) that I can host on my own computer for my own improvement and design before making it available to anyone else? Are there any specific programs that I should be downloading (aside from MUD clients) to help me in this task? (All of my old work was done in Notepad and Ed().)
5. Are there any superior websites (besides this one) that offer tutorials or examples of new MUD creation, codebases and servers? Most links that I've found lead to Error 404's.
6. How am I doing on keeping it brief? ;)
I'll end my rant here. That was much longer than I'd hoped it would be, but somehow it seemed important to be very clear; I'm not completely inexperienced in this field, but the field has been changing around me while I've been working with older systems. I'm just looking for some advice on what steps - aside from conceptual design - I should take before any others.
P.S., I read Nick's amazing posts on one of the forum threads revolving around what to hash out before even beginning to think about coding a server. I am proud to announce that I have completed those steps, so I'm as prepared as I can be aside from re-enrolling in another C++ course to refresh my memory.
Thank you in advance for your suggestions, and best regards.
I was a Wiz/Liege/Arch/Assistant for several years on an older MUD. (CD Server in C, files written in LPC) The codebase and source for this MUD was the original Genesis game, which remains active to this day. My old MUD, however, has closed its doors forever - leaving me one hobby short!
I'm a creative writer at heart, and my imagination is my strong suit. For years I've had an entire world swimming in the recesses of my mind, but I've never put it to any use. Now I have the perfect reason - and opportunity - to put my experience and imagination to good use and create a whole new world all my own for others to enjoy.
Problem being, the world has changed. When my old MUD first went up, C languages were fairly common for servers and LPC was a basic and common writing language. As I began researching the steps I might need to take to begin my own MUD-pie, I quickly became aware that many MUDs today use different languages than I am used to for their servers, scripts, and so on.
I already have the finer points of the game world and style of play worked out and written down, complete with maps, classes, races, combat systems, object types...et al. But, seeing as how I find myself in uncharted waters with much of my experience being obsolete, I thought I'd ask the fine experts here at Gammon for their advice :)
My main goal is to create a new hobby for myself that is fun and challenging. I don't care about how many hours it takes or how much work is involved; I have unlimited time, and would be perfectly happy to "Localhost" my MUD for the first couple of years while I work on it by myself. I have taken some classes for C and C++, and have untold volumes of documentation and textbooks regarding numerous coding and scripting languages, databases, etc.(ranging from simple HTML to Javascript, SQL, and Lua). I just want to make it clear that my main concern is not necessarily doing things "the easy way". I want to do things the way that will challenge me and allow me to simultaneously learn and create a new world that people can actually enjoy when/if it goes online. If nothing else, I'll use a local machine and broadband access to play just with friends and family.
I know that I can find answers to my questions elsewhere, and I have been sitting at this computer for the last several hours researching, taking notes, copy/pasting, and generally learning what I can. But those answers have led to some new questions, and I would appreciate a direct response to my most pressing concerns.
So, all of that background information covered, here are my basic questions:
1. Is it worth my time to invest in creating my own MUD server? What are the pros & cons of using a pre-designed server vs. creating my own? If I'm rusty in C++, exactly how difficult would it be for me to alter a predesigned source code?
2. What codebases and languages are advisable for the server and the MUD itself? What's the current "state-of-the-art" design, and what's the most reliable fallback? Is LPC dead?
3. My old MUD used a lot of archaic coding that - according to modern articles - is very inflexible. That being the case, what should I look for to increase the game's flexibility?
4. What's the easiest way to create a MUD (using new design and language) that I can host on my own computer for my own improvement and design before making it available to anyone else? Are there any specific programs that I should be downloading (aside from MUD clients) to help me in this task? (All of my old work was done in Notepad and Ed().)
5. Are there any superior websites (besides this one) that offer tutorials or examples of new MUD creation, codebases and servers? Most links that I've found lead to Error 404's.
6. How am I doing on keeping it brief? ;)
I'll end my rant here. That was much longer than I'd hoped it would be, but somehow it seemed important to be very clear; I'm not completely inexperienced in this field, but the field has been changing around me while I've been working with older systems. I'm just looking for some advice on what steps - aside from conceptual design - I should take before any others.
P.S., I read Nick's amazing posts on one of the forum threads revolving around what to hash out before even beginning to think about coding a server. I am proud to announce that I have completed those steps, so I'm as prepared as I can be aside from re-enrolling in another C++ course to refresh my memory.
Thank you in advance for your suggestions, and best regards.