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Re: [gopher] Running a MUD, was: Re: cgod - a new prototype gopher daemon



Would not the language of choice for a MUD server be LISP?
For the ability to implement modules and make changes while it's running without the need to restart or recompile?

On Sun, Dec 21, 2014 at 5:01 PM, Kevin Veroneau <kevin@veroneau.net> wrote:
Looks like I'm a missing a message or two here for some reason or another.

Anyways, for the actual MUD server development I was thinking of using the rather awesome Python MUD framework called Evennia. Since everyone here seems to know at least some degree of Python(It's the most talked about language since I joined this list), it seems like a rather nice choice. Evennia, I found was both powerful and fun to work with. The actually coding of game objects is therefore done server-side rather than using a MUD client. Although, building can still be done on the client(@dig, and @create).

So my idea was to host a souce code repository somewhere which anyone in the gopher community can grab and try adding new object, enemies, etc... Then the object code can either be committed to SCM or the required Python classes be emailed to the individual who decided to host the server. Since this is Python code, the code should be confirmed for any security type issues before being pasted and loaded into the MUD server.

You can take a look at the server software here(Sorry it's not on Gopher):
http://www.evennia.com/

So, if we want to go through with this, we'll need to determine the following:

* Should we go with Evennia or a more traditional server?
* Who is going to be the server God?(The person hosting the server)?
* Who here is creative and can think of a backstory and setting?
* Who here is willing to help out with creating the rooms and objects?
* Who here has exceptional Python coding skills to code the actions for rooms, objects, and players?(If we use Evennia)

More than one person can do any specific task, with the exception of server hosting. Feel free to make additional suggestions.

On December 21, 2014 1:53:46 PM MST, Cameron Kaiser <spectre@floodgap.com> wrote:
Essentially, the MUD driver determines which language to use for all
the rest. Unless you want to roll your own, nearly all I have heard of
implement some dialect of LPC, which I believe has been some
Object-oriented C-like language.

<wizard>
That's only true for those descended from Lars Pensj|'s original LPmud
(such as MudOS, DGD, Amylaar, others). It's the type of MUD I prefer,
used to play and even wrote code on, especially because it's very
dynamic and sophisticated, but it needs a lot of work if you're not
starting with an existing mudlib (and if you do choose a mudlib, then
you end up being not much more than a clone of that mudlib -- look at all
the Nightmare-type LPs out there).

There are others like DikuMuds which have less creativity th an LPs but
are much easier to get started and are fun if you're primarily interested
in hack'n'slash.

MOOs, MUCKs, MUSHes and other non-combat-oriented MUDs round out the list,
each sui generis and usually programmed in some sort of MUD-specific
dynamic language.
</wizard>

--
Sent from my Android device with K-9 Mail. Please excuse my brevity.

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