Please check out The Two Towers !

Member Discussions

terms



[Previous] [Next] [Post] [Reply] [Topics] [Summary] [Search]


1. Best Codebase for a Skill-Based MUD Mon Dec 12, 2005 [9:50 AM]
Tyveil
Email not supplied
member since: Dec 12, 2005
Reply
I'm going to create a MUD that is completely skill-based. There will be no XP gained by killing mobs. All actions will simply give points towards the appropriate skill (hit a goblin with a longsword, longsword skill goes up, etc). When I was modifying some MUD codebases about 5 years ago, every one of them tried had the basic XP/leveling system, and they were all the same. Are there any codebases that support such a skill-system? If not, which codebase comes the closest (any objects in place for storing skills, ability to increase those skills, etc)? I am a proficient C++ coder, would just like to give myself the least amount of modification required as possible.

Thanks.


2. RE: Best Codebase for a Skill-Based MUD Mon Dec 12, 2005 [10:58 AM]
Tyche
Email not supplied
member since: Apr 4, 2000
In Reply To
Reply
If C++ is a requirement, you might take a look at aetas, awemud, scrymud or tams. If you mind is open to learning other OOish languages then take a look a moo, mux, cold or dgd.
The Sourcery - http://sourcery.dyndns.org
TeensyMud - http://teensymud.kicks-ass.org
"A man can receive nothing, except it be given him from heaven."


3. RE: Best Codebase for a Skill-Based MUD Tue Dec 13, 2005 [8:34 AM]
Tyveil
Email not supplied
member since: Dec 12, 2005
In Reply To
Reply
Any links to help me out? I've found some scattered info on most of those but not all that you've mentioned. I'm definitely not limiting myself to C++. I have experience with OO programming in multiple languages.


4. RE: Best Codebase for a Skill-Based MUD Tue Dec 13, 2005 [9:11 AM]
eiz
eiz@codealchemy.org
member since: Dec 24, 2002
In Reply To
Reply
Any specific ones that you can't find with Google? What precisely are you looking for? If you're searching for a game that is playable out of the box without building your own mechanics, you're (sadly) probably better off combing the Diku tree for some random derivative with a skill system you like hacked in. Most 'modern' codebases lack content and mechanics in a serious way. ScryMUD seems to be an exception, but the code itself has that unmistakable Diku smell. It's not particularly OO.

Side note: the odds of actually ever seeing any game mechanics in an Aetas release are rather grim. Unifex has all of the design documents on paper and his time is severely limited due to his bullshit job ("the rescue mission"). You may as well cross it off your list unless you plan to do a lot of coding.


5. RE: Best Codebase for a Skill-Based MUD Tue Dec 13, 2005 [9:51 AM]
Tyveil
Email not supplied
member since: Dec 12, 2005
In Reply To
Reply
Don't misunderstand me, I am not looking for a game out of the box that functions how I want. I realize there is going to be a lot of coding involved. What I want is a solid foundation to start with and will allow for the customization I require. Yes, I know, ALL codebases will require customization, just some more than others. I just don't want to spend hundreds of hours modifying a code-base only to find out I should have started with something else.




[Previous] [Next] [Post] [Reply] [Topics] [Summary] [Search]