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Based on the success of Role-Playing Games such as
Dungeons and Dragons, some
people decided that it would be cool to be able to play games such as
this via the Internet. There are many different factions as to which
type of MUD (Diku-MUD, MERC, ROM, LP-MUD, MUSH, MOO, MUSE...) is the
best.
The latest edition to the list of factions is the newly arisen
RPI (Role Play Intensive). Pioneered by muds such as
Armageddon,
Harshlands, and The Four Lands.
For more information on MUD's (specifically MUSHes) check out The Mudinfo Home
Page .
Check out the Mud Connector. This has links to various MUDs and
their home pages.
Some Questions and Answers
> Can you offer some guidance as to how to set up a
MUD?
First and foremost, before you even begin, come up with a
concept, or theme you want your MUD to use. Ideas and worlds abound,
and I'd urge you to be as original as you can. Use ideas from other
pencil and paper roleplaying games, movies, books or tv. One note of
caution though, I've found that worlds based on books, are difficult to
do, beyond even copyright infringement issues, creating the world can
often be an arduous task.
Once you have a theme, then you need to look to what type of game
you want to run. There are three major types of MU* (as I look at it
currently). These are:
H&S (Hack and Slach MUD):
-
This type of MU* concentrates mainly on killing mobiles in
the game to achieve higher ranking, be it levels or skills. In
this the reason why you kill something comes down to either
experience points or equipment. Realism is very often
sacrificed in this kind of game. I tend to view it as a
multi-player arcade game.
This type of MU* has been around for A LONG time, and their
are lots of them out there. Usually the code base for this type
MU* is Diku, Merc, Envy, ROM, Circle, Silly, or LP.
RPI MUD (often RP-MUD):
-
This is a type of MU* that is dedicated to providing a
realistic environment for the purpose of allowing the players
to participate through role-play in an ongoing story. I tend to
view this type of MU* as a challenger to standard pencil and
paper role-playing games.
This type of mud is the newest of the bunch. Currently I
know of four RP-MUDs (
Armageddon,
Harshlands,
The Four Lands, and
Dark Horizon).
Dark Horizon is based off of Merc v2.0 code.
Armageddon was based off straight DIKU code, Isles was based
off Merc v2.1 code. (I'm
unsure of the base code for Harshlands and The Four Lands). As you
will notice
all the codes I just mentioned are also mentioned under the
H&S section. I'm still uncertain why people have started
with basically DIKU code for doing RP MU*s (Merc and Circle are
both derivatives of DIKU), except that maybe the implementors
were familiar with the DIKU environment when they started (as
was my case), or perhaps they thought the already planned out
game system would aid them in writing a realistic MU*. To be
honest if I had it all to do again, I'd write the whole thing
from scratch. As I have changed so much by this point, the code
base I choose is barely discernible anymore.
Social MU*s:
-
This type of MU* is much like a bbs in that people connect
to it merely to chat a bit. Under this section though, I'd also
throw in the so-called 'Pure' Role-Play MU*s. These MU*s
concentrate even more so on the story than realism and allow
the players to actively participate in developing the world by
building rooms for themselves and such. Honestly, this type of
MU* has no draw on me because I am very fond of having a set of
physical rules which exist and are held out by the computer (as
in H&S and RP-MUDs).
This type of MU* has been around about as long as H&S
MUDs. They are generally based off MOO, MUSH, or MUSE (there
are others but I am not very familiar with this genre of
MU*)
As I said, the best place to begin is to look around at the
existing types of MU*s and decide which best suits what you hope to
achieve in your MUD.
I'm not sure if the following ftp sites are correct, but they
are reported to have source code available on them:
As far as other resources go, the newsgroup rec.games.mud.admin
generally has some discussion which is of pretty high level, but if
you have a question about administrating a MUD, they would be
likely to give a good answer.
> Also what language did you write your MUD in?
It was based originally in C, and I continued it in C. If I were
to write from scratch, I'd use C++ as it better suits the whole
concept, but C is the language to know for this.
>I'm currently learning pascal (or other non-C language)
what should I do next?
Good, that's a great first step (I started with PASCAL in High
School). I would suggest you try and find some references on C and
learn a bit before even scratching the surface of any of the source
codes. A good rule of thumb from one af the Administrators of Armageddon follows:
A good rule, if you cannot get your stock diku to even compile,
maybe you are not ready to set up and run a dikumud yet.
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