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Comparison of MUD codebases
David Haley
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#16 id:43769 Posted Mar 14, 2010, 7:03 pm

On the one hand I agree with you, on the other hand such features require server-side cooperation. Without wanting to get into too much detail, it depends on what exactly is meant by a codebase feature.
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Scandum
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#17 id:43803 Posted Mar 15, 2010, 12:11 am

It's tricky cause we normally don't categorize these things. I'll remove the heads-up display field as it's currently covered by MUDs utilizing the VT100 protocol.

Questing is tricky as in ROM muds it's a quest master, and in others build in support for area based quests.

I'd prefer the big features that easily easily reach 5.000 lines like OLC, wilderness, and mapping engines.
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#18 id:43805 Posted Mar 15, 2010, 12:23 am

As far as questing goes, you could always branch out a bit and go with 'stock/snippet questing', or 'custom questing', or maybe even take it further. Example here being: basic questing, linear questing, multiple quests at once (someone please insert better name.. :P), etc.. In fact there are really many variations of your garden variety questing that could apply here.

Edit: My custom quest code is pretty large... not sure exactly but it's pretty thorough, and I'm sure it's at least 2k lines of code if not more. This wouldn't count in your 5k rule? Even though it supports multiple quests at once, up to 10 types of quests, different rewards, level restrictions, guild quests, different places to receive/turn in, etc...?
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Last edited Mar 15, 2010, 12:29 am by jurdendurden
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#19 id:43816 Posted Mar 15, 2010, 6:25 am

Scandum said:
So I have:

Clans, Copyover, Crafting, Dynamic Descriptions, Head-up Display, Instancing, Mapper, Noteboard, Online Creation, Random Dungeons, Questing, Wilderness

Further suggestions welcome.

Out of curiousity, are there actually any public codebases with dynamic descriptions, instancing, random dungeons or a mapper (is that an ASCII map?)?  I know there are numerous muds with these features, and most of them are also available in snippet form, but off-hand I can't think of any codebases that have them as stock.  I'm sure there must be some, but perhaps it would be worth listing at least one codebase for each proposed feature?

Regarding copyover: Some codebases (eg LPmud) don't require any reboots to introduce changes.  Might it be better to use some umbrella term that also includes such muds?  Maybe something to indicate that changes can be added on-the-fly without disconnecting the players.

How about:

Multiclassing: Could include anything from AckMUD (players gain levels separately in each of the five classes) to GodWars Deluxe (players can choose a 'hybrid' class that combines the abilities of two regular classes).

Races: Diku and Merc didn't have races, for example, but some later derivatives (such as ROM and Smaug) introduced them.

Level-less: GodWars-style.

Customisable classes: ROM-style.

ANSI colour: Many people take colour for granted these days, and it's easy enough to add in snippet form, but older codebases such as Diku and Merc don't support it by default.

Equipment saving: The original LPmuds didn't save eq.  You could also make this a three-choice option perhaps, with "No", "Rent" (Diku/Circle) and "Yes".
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Scandum
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#20 id:43924 Posted Mar 15, 2010, 9:51 pm

Emud has a mapper for builders. I think LPMuds can instance (not 100% sure). And if left blank it might make it more tempting for someone to release a MUD with said feature as a way to stand out.

Changing the term Copyover would be nice, not sure of a better term.

ANSI is covered in the Protocol table. I considered adding races, classes, etc, but I think the list will be more useful if it includes significant features, rather than stuff most people can add?

Player run cities come to mind, real economies, and player controlled ships. Not fully sure what the best way to name those fields would be: Player run Cities, Economy, Player Ships?
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David Haley
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#21 id:43947 Posted Mar 16, 2010, 3:53 am

Quote:
Changing the term Copyover would be nice

Why?

Quote:
Player run cities come to mind, real economies, and player controlled ships. Not fully sure what the best way to name those fields would be: Player run Cities, Economy, Player Ships?

If it's defined appropriately.......
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#22 id:43948 Posted Mar 16, 2010, 6:54 am

Scandum said:
I considered adding races, classes, etc, but I think the list will be more useful if it includes significant features, rather than stuff most people can add?

Adding new classes and races to a mud that already supports them is generally very quick and easy, but implementing an actual class or race system from scratch is quite a bit more involved.

But that raise a fair point.  An AckMUD-style multiclassing system would require changes elsewhere in the code, but the GodWars Deluxe hybrid classes - although similar to multiclassing from a user's perspective - are no more complex than adding new classes.

Scandum said:
Player run cities come to mind, real economies, and player controlled ships. Not fully sure what the best way to name those fields would be: Player run Cities, Economy, Player Ships?

A bit specific I think.  I would use "clans" to refer to most types of player-controlled organisation, and think I'd group together the above features in the same way.  Perhaps "property ownership" could include player run cities, shops, worlds, houses, etc.  Likewise you could include player ships in a "mounts/vehicles" category.  Not so sure about economy, as that mostly depends on the playerbase IMO.

David Haley said:
Quote:
Changing the term Copyover would be nice

Why?

Copyover allows you to reboot to add changes without disconnecting the players - but some muds don't need any sort of reboot to add new changes.  I think it would be useful to include both types of mud in the same category, something like "on-the-fly updates" which could be "Yes" for LPmud, "Copyover" for QuickMUD and "No" for DikuMUD.

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#23 id:43953 Posted Mar 16, 2010, 8:37 am

What if the mud supports 1024 colors or 4 million?
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#24 id:43955 Posted Mar 16, 2010, 8:45 am

Quote:

Copyover allows you to reboot to add changes without disconnecting the players - but some muds don't need any sort of reboot to add new changes.  I think it would be useful to include both types of mud in the same category, something like "on-the-fly updates" which could be "Yes" for LPmud, "Copyover" for QuickMUD and "No" for DikuMUD.


I agree. Dynamic languages typically make this trivial to have basic support for.  Although,  I usually implement a copyover command too...
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#25 id:44030 Posted Mar 16, 2010, 7:02 pm

Tyche said:
What if the mud supports 1024 colors or 4 million?

I'm probably biased, but I prefer listing protocols implemented by a notable amount of clients and MUDs. I think MXP allows 24 bit colors, which is listed.
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Last edited Mar 16, 2010, 7:03 pm by Scandum
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