Hi, I've been tossing around a few ideas for a MUD. I want to make something with a vastly different play mechanic than what I've seen in MUDs before, even if it's only really a proof of concept. I'm not a very experienced programmer, but I've done a little bit, and what I'm looking for isn't neccessarily some just build-it-and-go type codebase.
Originally, I was waiting for HellMOO's codebase to be released, but I'm not sure if or when that will happen, and I'd rather work with something else. Because I would need to strip out any character statistics and combat systems anyway, I was thinking of just working with another MOO core (or another social MU like MUSH). However, before I went through that (and working with 20 year old code),
I thought I'd ask if there were any other codebases anybody would suggest I start with, and the pros and cons of each. I certainly don't want to have to make things like channels, message boards, etc if I don't have to, but I feel like there has to be
something newer and better designed in the years since MOO was developed.
Not sure how many MUDders are here, but seems as good place to start. Thanks!
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Edit: Google found CoffeeMUD. Maybe that too.
It's tough finding much, because the age of MUDs has kind of come and gone. Good luck though, MUDS are pretty fantastic.
Edit 2: http://sourceforge.net/search/?q=mud I can't speak for any of them in particular, but hopefully you can find one that'll suit your needs.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
I've heard and played on CircleMUDs before. Would there be profit in it since I'd have to remove everything? At this point, I think I'm still leaning heavily towards MOO or MUSH, which both have the advantage of already having channels, but without having mechanics to strip away, unless somebody jumps in with some other convincing advice.
I also just remembered pennMUSH. I know very little about it, but I used to play on one like 10-11 years ago. One of my friends had access to add weapons, add quests, etc. and really enjoyed it.
The central command parser alone is worth the entire lib, the rest is just gravy. It's pretty standard code, vaguely C if I recall correctly. It's been ages.
Had some amazing use of colors and a very neat world map. It was originally 2nd edition but it has so far switched to modified 3rd edition ruleset. I had also browsed tons of different muds but never found one that had quite the same simpleness and coloring.
www.forgottenkingdoms.org if you want to take a look.
Heres it's codebase
1990 DIKU 1.0 Sebastian Hammer, Michael Seifert, Tom Madsen,
Hans Henrik Staerfeldt, Katja Nyboe
01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn
01 Dec 1996 SMAUG 1.0 Thoric, Altrag, Blodkai, Narn, Haus, Scryn
1997 SWMUD 2.6 Created by Martin Gallwey and Kenneth McKeever
31 Jul 2009 FKMUD 4.1 By Martin Gallwey & The FK Team