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30715: [MUD-Dev] text based MUD Codebases, which one to pick?
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From: mirjam.eladhari@interactiveinstitute.se
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 27 Aug 2004 18:05:11 +0200 (CEST)
References: [1] [2] <-newest
Organization: Kanga.Nu
Hi, I'm in need of a bit of advice.
I'm looking for a text based MUD codebase suitable for testing stuff
in. But there are so many of them and I'm afraid of:
1 spending huge amounts of time staring at specifications/
2 ending up trying one after another/
3. getting really deep into one just to realize I chose the wrong
codebase just because I didn't ask first.
/background
I'm about to test and reiterate some components.
I've been using the NEL engine (the one Ryzom uses, in beta now)
for this earlier. I keep doing this, but I get bogged down in the
graphics pipeline all the time. My scope is not to make a VW, only
to test components in a generic frame of a VW. The practical
context is a phd proj in computing science/game dev
What I'm looking for is a textbased MUD codebase that:
- Could suit someone who feels at home with Java and C++
- Is stable, simple and documented rather than has a lot of
features
- Has a component based architeture
I guess most ppl on this list have read Bartles book, where he has a
chapter on different types of codebases (where the perspective is
what type of game play paradigms is central) In those terms the
ideal for me would be a codebase
- where there is an emphasis on role play, but still possibility
to use adventure type event triggers
- Where players can input content that is persistent, i.e. 'owns'
the world to a large extent.
Would there be anything with a few of these criterias out there?
What favourite codebases do you have?
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