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This is a discussion on "Graphical MUDs" in the Top Mud Sites Advanced MUD Concepts forum : I was wondering if anyone had the details on creating a Graphical MUD. Mainly I want to know things like: How much it would cost to support the server, Best ways of going about creating one, Any past experiences of do's and dont's. Any other comments would be useful too.... |
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#1 |
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I was wondering if anyone had the details on creating a Graphical MUD. Mainly I want to know things like: How much it would cost to support the server, Best ways of going about creating one, Any past experiences of do's and dont's. Any other comments would be useful too.
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#2 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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--matt |
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#3 |
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Member
Join Date: Sep 2002
Location: Santa Cruz, Ca
Posts: 68
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You could make an isometric game. They're sort of 2.5D in that they fake height with effects. There are some promising ones being done independently, like Illarion. Of course, there is still a -ton- of artwork to be made, and I think thats really the biggest challenge for a person familiar with text MUDs trying to get into the graphical field.
- Ryan |
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#4 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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On a smaller scale, check out something like Furcadia, which was done without any investment at all. --matt |
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#5 |
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Most likely an isometric application. Nothing commericial as I plan to make this as free as possible. I wanted to get an idea of how much a server would cost to maintain a considerably large crowd, because if it's too much I could develop it into a Neverwinter Nights style RPG. I'm still getting a general idea of things before I start to develop the game though.
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#6 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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In that case if you wrote an efficient server you could do a shared account with Wolfpaw.net. For $28.99/month you can have unlimited players and 400 megs of space. I highly recommend Wolfpaw, in fact. We spend tens of thousands/year in hosting and bandwidth costs and I've not encountered another mud hosting service that can compete. Now, that's the server cost. The big killer if you're going to host a game with a fair amount of players will be bandwidth costs. That tens of thousands/year I mentioned above is largely for bandwidth. --matt |
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#7 |
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I was wondering how much bandwidth are server for an even larger crowd (say 500-1000 people). Would up the price ? I'm not really planning on that many, but I still need to know this as I am making plans
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#8 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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The way bandwidth tends to work is that you can pay per gig up to a certain point. Beyond that point (and I'm not quite sure where that is) you're paying for peak capacity rather than actual usage. I've heard figures like 1 kbs/second/player but I wouldn't be able to get better figures without asking around. Actually, I'll do that it's very relevant. I think I'll figure out how much bandwidth/average-#-of-players-online we use too. --matt |
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