...damn...its hard not to want to start another MUD...
EDIT: i know this post is NOT a MUD project...but the solo-MMO dev story just struck a nostalgia chord in me
...damn...its hard not to want to start another MUD...
EDIT: i know this post is NOT a MUD project...but the solo-MMO dev story just struck a nostalgia chord in me
There's a 1 man developer who wrote not only his own MUD but tools to create and find MUDs to play[0].
It's all written in Elixir and open source[1]. He's given a couple of talks[2] about it and does some living code on Twitch.
I have no affiliation with the author but I did watch some of his talks just for fun.
[0]: https://grapevine.haus [1]: https://exventure.org/ [2]: https://youtu.be/Ef_fG5pd5TY?t=36
I always felt that a MUD would be a fantastic design approach for a graphical MMO. Specifically, start by creating a text (MUD) version of your world and the basic interactions, and only when you've created a compelling story and experience with words do you translate that into visuals.
It also would be pretty intriguing to create a MUD that could work in multiple media: text, 2d graphics (think point and click adventure), and perhaps 3d graphics. Theoretically it would be doable. A pretty interesting advantage would be that an MMO with a text option would really open it up from the perspective of accessibility.
```powershell New-Item "temp" -ItemType "directory" -Force $client = New-Object System.Net.WebClient $client.DownloadFile("https://github.com/ARMmbed/mbedtls/archive/mbedtls-master.zi..., "temp\C:\temp\mbedtls-master.zip") Expand-Archive -Path C:\temp\mbedtls-master.zip -DestinationPath C:\temp\; Move-Item C:\temp\mbedtls-mbedtls-master\ C:\mbedtls\ MSBuild.exe C:\mbedtls\visualc\VS2010\mbedTLS.sln /p:Configuration=Release /p:Platform=x64 MSBuild.exe C:\mbedtls\visualc\VS2010\mbedTLS.sln /p:Configuration=Release /p:Platform=Win32 ```
I've also been playing around with OAuth inside of a telnet session, but it's a little wonky as you might guess. If you're signed into Grapevine (mentioned above as well) this link will have you auto signed into a telnet session: https://grapevine.haus/games/Spigot/play
This is my draft spec (it's not completely filled in but the idea is there) https://gist.github.com/oestrich/1fc022a448c36ac2aa5a099f4ca...
Spigot and Grapevine are also open source if you wanted to poke around.
docker run -it --rm -p 4000:4000 -p 4001:4001 -p 4002:4002 --rm -v $PWD:/usr/src/game evennia/evennia evennia start -l
docker run --name dreamland -p 8001:9001 -it dreamland/local
curl https://raw.githubusercontent.com/ClockworkSoul/dead-souls-d... > docker-compose.yaml
docker-compose up -d
Or you could just play the best MUD there ever was, and still is.
edit: i spent many hours on genesis[0] and did my first lpc scripting (area building) there
The mechanics you mentioned are interesting; what kind of MUD was it? I got hooked on DIKU MUDs in 1990 or so, and still play https://mume.org:4143/ from time to time.
Yes, I remember those, and played with them a bit. They were a far more flexible, dynamic environment, but 'back then' (in the early 90s), as I recall, the performance hit associated with LP MUDs (inherently dynamic) vs. DIKU MUDs (inherently static) was pretty large, and available memory/CPU cycles were at a premium.
Mostly though I think I preferred DIKU MUDs because I happened to start with them, just by chance.
Good times, thanks for sharing!
Embedded text editor (a modified version of ed), live code reloading, JIT compilation to a VM byte code, translating data automatically between old objects and their new freshly compiled code...