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.
ppurg pallbearer: challenge: read the board in the Gaj and find me one post that wasn't written with a 5th grade reading level or a stupid accent gimmick. Reward is 0.000415 bitcoin.
May 8, 2020 2:27:06 GMT -5
lechuck: most players who can string a sentence together have left for games where such a skill is actually recognized as an asset
May 8, 2020 10:20:26 GMT -5
mehtastic: The amount of Armageddon refugees I've run into on MUSHes is staggering. You can tell because it takes them 5 minutes to write "pose nods" around players who are belting out a paragraph every 2 minutes, then you ask them OOC and yep, they fled Arm.
May 9, 2020 6:50:45 GMT -5
mehtastic: The desert sun broke their brains
May 9, 2020 6:51:13 GMT -5
mehtastic: On the flipside, I've seen a few former Armers in places like Arx and After Earth (which is an RPI) who are definitely there because Armageddon's quality dipped in the past 5 or so years. They usually reference Tuluk's closue as the reason why they left
May 9, 2020 6:56:55 GMT -5
MartenBroadcloak: lol, what a bunch of fuckkin neckers.
May 10, 2020 3:07:37 GMT -5
MartenBroadcloak: i dont always want to make sure im not the biggest piece of shit troll alive but when i do... i visit these forums for humbling
May 10, 2020 3:09:59 GMT -5
nile: the only apoc drama be on an arm drama website. lol
May 16, 2020 20:30:49 GMT -5
nile: almost guarantee arm staff are LOVING this. hahaha. long as the game is good fun it's all a bit irrelevant. but the anti-arm crew giving the arm staff some sense of schadenfreude based purely a forum for whining made me lol
May 16, 2020 20:32:52 GMT -5
nile: Also, been playing Arm again on an alt account (omfg their ban was easy to get around...and tbh i have more fun in apoc)
May 16, 2020 20:34:00 GMT -5
vex: Bans are irrelevant, and pointlessly antagonistic. The only game I play, where staff address problems with aggression, bans, and down talk, is Arm. The rest have realized, all that results in, is a bitter player, more inclined towards "revenge" play.
May 19, 2020 19:20:02 GMT -5
vex: Better to incentivize ideal play and behavior, than try and fail to intimidate and leverage empty threats, because nobody is intimidated by an angry elf fetishist on the internet, and there are virtually no threats a player can't circumvent, easily.
May 19, 2020 19:23:36 GMT -5
baobob: Arm turned to condemnation, punishment and vengeful retribution against players pretty hard long, long ago. Never turned back.
May 22, 2020 20:17:04 GMT -5