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

Matthew Holevinski eylusion at gmail.com
Mon Dec 22 14:44:03 UTC 2014


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 at 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 at 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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