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1. Guardians of Time MUD
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Sun Jul 27, 2003 [10:55 PM]
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Miyoko
mmann3@comcast.net
member since: Jul 27, 2003
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Reply
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I am thinking of starting a MUD based on protecting or destroying history itself...i had the idea that anything you did in the past would affect everyone in the future..i am not too sure how this could be done, but i am sure there is a way..My main problems are 1. I have no idea what codebase to use, as i have only ever built on EoS 2. I have no experience whatsoever as a coder. 3. I have no Host 4. I have no money
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2. RE: Guardians of Time MUD
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Sun Jul 27, 2003 [11:09 PM]
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Wyldern
deablos_wide@yahoo.com
member since: Jul 27, 2003
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In Reply To
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1) You better decide a codebase quickly, or atleast have everything tightknit to attract people to help you. 2) Then you're screwed as you won't be able to start it up. 3) Find a host or you won't even be able to learn to start it up. 4) Get a job. 5) Next time post on the Mud Staffing Board. This is wrong board buddy.
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3. RE: Guardians of Time MUD
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Sun Jul 27, 2003 [11:13 PM]
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Miyoko
mmann3@comcast.net
member since: Jul 27, 2003
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In Reply To
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1. whats a good and new coder friendly base 2. maybe someone should teach me 3. i can't afford a host 4. I'm too young to work anywhere around my area 5. whoops
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4. RE: Guardians of Time MUD
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Mon Jul 28, 2003 [1:37 PM]
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Spazmatic1
Email not supplied
member since: Aug 14, 2002
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In Reply To
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1) AIME is surprisingly good if you ignore the glaringly demonic code and use only their internal language. If you plan on actually getting into the depths of its system... don't.
2) No. Try learning. No one has the time or energy to teach random people how to code, nor do they really want to. If you won't put in the time yourself, you probably shouldn't be trying to start a mud.
3) Then you better find a way around that problem. Like, making a codebase so revolutionary someone will want to host you just for the advertising.
4) Things can be done without money... It'll just be MUCH, MUCH, MUCH harder.
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5. RE: Guardians of Time MUD
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Thu Jul 31, 2003 [8:51 PM]
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Nyar
Email not supplied
member since: Jun 13, 2003
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In Reply To
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Hmm...I like this type of idea, as a vas tquantity of my reading material has dealt with time. But, here are a few questions I considered, and problems I ran into. Not to deter you, just to give you some perspective here.
1) How does time work? - If you work along a single timeline, the story will quickly become too conflicting to deal with, if you use the branching time theme, then you end up with so many branches to track. 2) How do you change history? - Timetravel is fine, but unless you work on being pulled out of the timeline (which then changes things), you'll end up with logically multiple Jimmy's in the same instant. Static timelines won't allow for the players to see their actions. There are other methods, but there are similar problems. 3) How will you track changes? - Think about it, If i go back to the dawn of single-celled organisms on earth and dump bleach in a puddle, then perhaps there would be no life here. That means preplanning near-infinite occurances, or at least creating a workable randomizer.
Now, as far as I know, there is no current codebase that can do this. So, either learn, or save the life of someone who can, and claim this project as reward. Personally, I think this theme is better expressed in a single or very limited player game than a MUD. You can make a storyline, and can limit a lot of the work.
Anyway, best of luck.
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6. RE: Guardians of Time MUD
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Fri Aug 1, 2003 [12:56 AM]
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Miyoko
mmann3@comcast.net
member since: Jul 27, 2003
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In Reply To
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heh okay i get the hint...my friends and i have actually changed the MUD's subject..it is now Dawn of Apocolypse. Based on three pre-apocolyptic worlds, warring over control of the three main planets..the planet for Good, Evil and the war planet. And i have purchased C for dummies so that should help a bit..also i have obtained the EotS codebase and am currently trying to get linux...why does it have to be so darn big @<@ anyway thanks for all the responses
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