Hey guys. I've hired a coder to begin work on a clean-room, Chinese-walled reverse-engineered DIKU coding standard towards the goal of building an open-source, liberally licensed MUD engine for RPI folks to use.
Step two of this project would be to code an open-source RPI MUD codebase.
After that is finished, I will attempt to implement a new RPI MUD which I think will be to the liking of most people here.
Anyone interested in helping? First I will need coders, as well as code-reviewers and testers. Recruiters and organizers could be useful as well. Please share your thoughts below.
Last Edit: Sept 6, 2013 18:07:47 GMT -5 by nessalin: diction
Thank you. I'm interested in people's opinions. If you were to play (or admin on) a new DIKU replacement, would you rather keep the old DIKU syntax or implement a new one? I'm tempted to keep the old syntax for reasons of compatibility - I don't really imagine that players or admins want to learn all new commands, simply for the reason of having commands.
Should kill still be kill? Open still be open? etc.
Everytime you ask that question, you should also be asking, "What's the alternative, and what benefit does it provide?"
As opposed to what, Hit? Interact? Use? That said, a 'strike' command or the equivalent that only 'kills' for one hit might be worthwhile.
No. Thank you, yes. I was thinking along the same lines. I think a lot of designers try to introduce changes for the sake of introducing changes, but I'm definitely not one of those guys. You can understand that I feel better having bounced the idea off of someone else, though.
Question for everyone though, is that I'm very likely to introduce into the codebase an API for determining MOB behavior, spells, and things like that. I know that on a lot of older codebase people tend to have hard-coded most things like this which creates problems when people want to add new functionality or makes it pretty much impossible for a builder to whip up a new widget for people to interact with.
Can you guys think of any other traditional game features that would be better handled though an API than hard-coding? Thanks!
I wrote a very basic MUD engine in college as one of my final projects. Thing is - there's already several codebases out there that are easily extensible, depending on what language you program in. Most of them are written in C or C++, but newer ones are around that are Python, Perl, Java, and Ruby. There isn't really anything special about Diku or any other code base, actually there are several other 'cleaner' codebases that are easier to extend or implement new functionality in.
Thank you for your inquiry. The primary development language for the OpenRPI project will be C. This language was chosen on the basis of it's widespread familiarity amongst the sort or programmers that I hope to recruit. C seems to be the lingua franca of the RPI MUD development community.
Other and related tools will be developed using PHP for web applications as well as of course SQL for database interaction. Please consider contributing your abilities once the code is available.
Thank you for your input. I wish I had spoken to you a few weeks ago. Are you able to recommend any codebase in particular? When I glanced at various of the available open source code bases, they all seemed too diverse from the scope of my project for reasonable consideration, or else had licensing problems.
I'm still deciding on a license and would appreciate advice. My primary requirements for a license shall be that the code will be forever open-sourced, that people be free to use it for any purpose, with the only two requirements being that any user must publicly acknowledge the origin of their software, and must make available the source code for any modifications that they make, if any. I tend to rather dislike the various licensing drama and so wish to select one that will be as permissible as possible. If anything, an anti-license.
Thank you for your suggestion. Your codebase has been examined and discounted, for the reason that I have my suspicions that a certain controversy exists between some former member or members of the SOI staff and yourself. While part of me couldn't care less what one semi-anonymous nerd from the SOI staff thinks of your license, my actual intention is to make a game that might last for 40 years. I have received the advice that if you want something to last for 40 years, you must build it to last 40 years. Privately I am concerned that if I use your codebase, this or other persons may later surface and claim that you and I have pirated the code from SOI.
From a certain standpoint, I am following the path of least resistance.
Are you able to secure, in writing from the SOI staff, license for me to build an the OpenRPI project as I have described above? If so your codebase would come as a tremendous boon to my project, and would be appreciated. Please let me know if you believe that something could be worked out. License negotiation has never been my strong suit and any assistance would be appreciated.
qwerty: and if someone is unexplainably hostile to you for no good reason. Chalk it off to being an asshole and slit their throat
Sept 5, 2019 12:41:42 GMT -5
qwerty: All in all, in my observation. OOC relativity comes about cliques, then hostility. As in, players might not care if you offed their previous character. But they might like and include another PC whom they talk to more often ooc.
Sept 5, 2019 12:42:44 GMT -5
qwerty: But again. You cant control it. Cant prove it. The nagging suspicion will ruin your gameplay. I just try not to worry about it and react to the gameworld events as if there is no ooc influence. Doing anything else makes for a really shitty experience
Sept 5, 2019 13:01:26 GMT -5
qwerty: You cant stop people from talking ooc. And if people talk ooc, it's bound to happen that they cooperate ooc. Or ... or not. But you wont know and therefore, you'll suspect. And this suspicion will kill the game for you.
Sept 5, 2019 17:46:21 GMT -5
qwerty: 4/5 times someone rages against staff, staff had nothing to do with it. It's just number one suspicion people go to.
Sept 5, 2019 17:47:19 GMT -5
mehtastic: Ignorance is bliss.
Sept 5, 2019 17:50:44 GMT -5
delerak: I recently accused staff of some nonsense. They showed me the log and I felt embarrassed. It's hard to shake the paranoia of days gone by when you were slayed by staff for going afk and using a script to forage wood.
Sept 5, 2019 18:32:02 GMT -5
jkarr: look east. near: agafari forest. far: agafari forest. very far: the ghost of halaster is here grinning evilly
Sept 5, 2019 22:30:43 GMT -5
mehtastic: I posted it on the Discord server a long time ago, but unfortunately I don't use Discord much anymore. If you can get a Discord invite you can get the code, probably.
Sept 26, 2019 19:33:50 GMT -5
qwerty: ask jcarter. I think he's giving it away
Sept 27, 2019 17:34:42 GMT -5
mehtastic: I am back on Discord. If you want a copy of the code dump, join the shadowboard Discord and ask, or DM me: meh#0490. Feel free to DM if you feel addicted to Armageddon and want help detaching yourself from it, too.
Oct 10, 2019 9:01:42 GMT -5