delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
Posts: 1,670
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Post by delerak on Sept 15, 2013 17:28:41 GMT -5
I don't care enough to get a letter. All of the code in my base is open source Argila which was made by Bristlecone.
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brah
staff puppet account
Posts: 9
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Post by brah on Sept 15, 2013 18:04:07 GMT -5
Mr. Brah, 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. -Nessalin I would say this depends most on your experience level with programming and the language that you're best in. Personally, I use Python, Ruby and Perl in my day job, so I would spin up a copy of Evennia, most likely (which is do-able in about 10 minutes for a base working server - including setting up the database backend). Lower level languages (in reference to the abstraction of the hardware - examples like C, C++, or Java) really aren't my thing anymore, so I can't help too much there. However, here's a really good post (and website actually - it's all about MUD development) on open source codebases, and their licenses: www.mudbytes.net/index.php?a=articles&s=Open_Source_Mud_ServersNo matter if you're a high-level programmer or a low-level one, most MUDs will also implement some kind of scripting language some familiarity with Python, Ruby, Perl, or Javascript is recommended for in-game event scripting. As far as the license, I release all my code on GPLv3 license, simply because it handles most of the cases that come to my mind when dealing with license issues. However, keep in mind that no license (that I'm aware of) requires that a derivative work be released under the same license as you released your code, only a compatible license. There's also an easy way to get around that - by loading your code as a module to itself, another program can be distributed closed-source, with a different license, and still not break many open source licenses out there.
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Post by lurklord on Sept 15, 2013 20:28:21 GMT -5
Are you that nerd making MirrorsRPI?
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Post by nessalin on Sept 22, 2013 15:56:38 GMT -5
I would say this depends most on your experience level with programming and the language that you're best in. Personally, I use Python, Ruby and Perl in my day job, so I would spin up a copy of Evennia, most likely (which is do-able in about 10 minutes for a base working server - including setting up the database backend). Lower level languages (in reference to the abstraction of the hardware - examples like C, C++, or Java) really aren't my thing anymore, so I can't help too much there. However, here's a really good post (and website actually - it's all about MUD development) on open source codebases, and their licenses: www.mudbytes.net/index.php?a=articles&s=Open_Source_Mud_ServersNo matter if you're a high-level programmer or a low-level one, most MUDs will also implement some kind of scripting language some familiarity with Python, Ruby, Perl, or Javascript is recommended for in-game event scripting. As far as the license, I release all my code on GPLv3 license, simply because it handles most of the cases that come to my mind when dealing with license issues. However, keep in mind that no license (that I'm aware of) requires that a derivative work be released under the same license as you released your code, only a compatible license. There's also an easy way to get around that - by loading your code as a module to itself, another program can be distributed closed-source, with a different license, and still not break many open source licenses out there. Thanks. You able to put me in touch with anyone who is working on an RPI instance of Evennia, by any chance?
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Post by nessalin on Sept 22, 2013 15:58:52 GMT -5
Oh yeah. I'm curious what you guys would want in a physics engine for a game. Most MUD are going to support combat, commerce, crafting, travel and magic out of the box. That's a given.
DIKU also happens to support a few other features (I think gravity, limited visibility, and tracking).
I'm also planning to throw in support for structural damage.
What other things would you guys want to see? Things that you'd consider essential?
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delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
Posts: 1,670
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Post by delerak on Sept 22, 2013 16:20:47 GMT -5
I've really always wanted to see someone code in some realistic body responses to things. Our bodies do very calculated things when put under stress whether it's blood loss, concussion, injury, shock, collapsed lung, etc. I'd love for a multitude of injuries to be coded. For instance if you fall 3 rooms you should have the air knocked out of you and not be able to move (ie: paralyze) for a few seconds. Same for certain injuries, a lot of this could be resisted or not happen based off of your endurance/stamina stat of course.
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lurker
Clueless newb
Posts: 79
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Post by lurker on Sept 22, 2013 19:17:20 GMT -5
Personally. I'de kill for a permadeath SAO type game.
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delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
Posts: 1,670
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Post by delerak on Sept 22, 2013 19:22:42 GMT -5
Is anybody else supposed to know what the acronym SAO is?
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Post by blooper on Sept 22, 2013 21:11:13 GMT -5
I was thinking Sons of Anarchy, but that's SOA, not SAO. :/
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lurker
Clueless newb
Posts: 79
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Post by lurker on Sept 22, 2013 21:38:37 GMT -5
Sword Art Online. An anime about a permadeath MMO that kills you if you die in it. Essentially.
No magic. But about any other thing you want to do you can. Your fighting skills are based off what types of weapons you use, ect.
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nyrdelpasotaco
staff puppet account
Anti-Semitic Administrator Impersonator
Posts: 25
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Post by nyrdelpasotaco on Sept 22, 2013 22:00:59 GMT -5
There was also the .hack series, most known on this side of the world for the .hack//sign anime that was brought over. Although it shares some similarities to Sword Art Online, the main cause of panic is a computer virus called Pluto's Kiss which blacks out a large portion of the internet, sending some of the game's players into a comatose state despite their presence remaining inside the game.
There are actually five games in this franchise with some of the most interesting titles I've ever heard; .hack//Infection, .hack//Mutation, .hack//Outbreak, .hack//Quarantine and .hack//frägment. The last of which was both an online and offline mmorpg.
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shnozz
staff puppet account
Posts: 6
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Post by shnozz on Sept 23, 2013 0:15:19 GMT -5
The RPI should have a good premise, something that won't grow stagnant and is at least somewhat familiar so when the initial opening setup scenes settle, there's a reason to keep logging on. Whatever the theme, it should be broad and not something specialized that only like five people would play. If you give opportunities for these things, you will have a successful game - Combat, a crafting system that isn't hit and miss that allows master crafts, similar to atonement, where you branch crafts, but are given the materials needed up front, Social Settings that promote rp, Mudsex (people want it, don't deny it) Player Housing with hard to pick locks and a stiffer rate of failure, it should never be easy to break in unless you're a master burglar, armor/clothing layering, allowing for undergarments and tattoos/scars, mounts, the ability to have player run clans. Extensive character builds. Am I missing anything?
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Post by nyrsucks on Sept 23, 2013 9:03:07 GMT -5
I'd like one with some level of automation. For example compounds, some level of clan without just being denied out of hand. What codebase/language was decided on?
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lurker
Clueless newb
Posts: 79
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Post by lurker on Sept 23, 2013 11:17:46 GMT -5
As for hard to pick locks. There needs to be a cariance between cheap, with easy locks, and expensive with hard locks. But there should be a good amount of housing.
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Post by nessalin on Sept 26, 2013 21:50:42 GMT -5
Thanks for the feedback, guys. Please keep it coming.
One other question - how do you guys feel about "sandboxed" MUD? I feel like this particular issue will be difficult to work around.
Atonement claims to have made a non-sandboxed MUD, but I'm curious about this. Thoughts?
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