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This is a discussion on "Starting a Mud without any coding exp." in the Top Mud Sites MUD Administration forum : I am interested in starting a Mud, I have an outline of what it can be. I have Built for a couple different Muds before and enjoy this very much. But I have no clue about coding, which from what I hear is the heart of any Mud. The coding. My question is this; Is it possible to build a world without having any coding exp.? I'm sure I could find a coder willing to help. I have a small group of builders that want to be a part of this idea. So if I could only find a ... |
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#1 |
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New Member
Join Date: Aug 2003
Posts: 8
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I am interested in starting a Mud, I have an outline of what it can be. I have Built for a couple different Muds before and enjoy this very much. But I have no clue about coding, which from what I hear is the heart of any Mud. The coding.
My question is this; Is it possible to build a world without having any coding exp.? I'm sure I could find a coder willing to help. I have a small group of builders that want to be a part of this idea. So if I could only find a coder or possible two I feel it could work. Any advice please let me know. I am always willing to hear it. Thanks, xVampLordx |
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#2 |
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Moderator
Join Date: Apr 2002
Location: North Carolina
Home MUD: OtherSpace
Home MUD: Chiaroscuro
Home MUD: Necromundus
Posts: 1,346
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Here are a couple of my TMS columns on this topic:
http://www.topmudsites.com/backstage02.shtml http://www.topmudsites.com/backstage07.shtml Here's a TMS column by Feor on the topic: http://www.topmudsites.com/article17.shtml |
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#3 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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Quote:
I had no coding experience (well, I did a little basic in high school) when I started Achaea, but managed to slowly learn. I got the game to the point where it could attract skilled coders (as opposed to your standard coder volunteer in a small mud), recruited them as volunteers and then hired the best. This was over the space of years of course; not an overnight thing. --matt |
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#4 |
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Senior Member
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Imo, its the "general concepts" what shapes the mud, not nifty code. It just could be somewhat harder to find a codebase which suits you instead of just changing the codebase to suit you, but that's possible for sure.
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#5 |
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Moderator
Join Date: Apr 2002
Home MUD: Carrion Fields
Posts: 637
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attract skilled coders (as opposed to your standard coder volunteer in a small mud),
Wouldn't your post have the same meaning without the parenthetical insult tossed in? To the original poster, I think it depends on your goals. If you want to work off an existing framework (e.g. a stock codebase, non-commercial), I think you can develop the areas enough to show people that you're capable of running the project. From there, you need to find a skilled coder with some free time to help the features keep up with your plan. We've had Implementors who never touched code, and it worked out well for us- there's other major roles to contribute as far as building, administrating, and generating ideas. This might also be easier if you're shooting for an environment that's more about roleplay and less about quantitative aspects like combat. Good storytelling doesn't require as much code expertise (you need a versatile communications interface, but less as far as objects, etc.). If your goal is to develop a unique codebase eventually, the sooner you have a senior coder on board, however, the better. |
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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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Quote:
--matt |
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#7 |
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Member
Join Date: Sep 2002
Location: Santa Cruz, Ca
Posts: 68
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Another point that I don't think has been addressed is that running your own MUD will be a great learning opportunity, and where you may start out with a stock mud with no coding skills, you may end up as a veteran coder with an awesome original creation.
My advice is to do just this. The best way to learn to code a MUD is to just jump right in. Good luck! - Ryan |
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#8 |
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New Member
Join Date: Dec 2002
Posts: 6
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Be careful who you trust, I started out the same way. I didnt know a thing about coding! I took in some "friends" that wanted to help code and things always turned up missing or broken, usually right after a disagreement on the direction things were going. "Things" like this went on for about a year and a half, then I got lucky, I found out that someone in my own family has a fairly decent background in C, C++, which is what my mud uses, and other coding languages as well. It took a while to get him interested in the idea, but once he got into it, it stuck. He's been making drastic changes to our codebase ever since, and he does try to explain things to me, which helps. I'm learning my code, bit by bit.
*Be very careful who you give access to. *Make your own backups, and keep plenty, especially the very first, just in case. A good ftp program will make that easy. *Get a server you can trust, or set one up yourself. Be wary of free servers. *Have a plan, even if it's just something simple, have one. Get a group of creative minds together to help you enhance your ideas, and go for it. *Dont let anyone tell you that you cant do it. You can do anything you put your mind to. It just takes time. |
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#9 |
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Member
Join Date: Apr 2002
Posts: 36
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Creating a successful MUD is almost entirely dependent on the team of people in charge. If they work well together, have complimentary skill sets and are dedicated to the project (this being probably the toughest one when starting out) it's certainly doable.
One piece of advice I would offer is that you should expect to learn how to code, even the basics, and do so early and work on it long term. Up until about a month ago, if not less, I had never coded at all, but I am one of 3 people in charge of running a MUD. I was building, doing administration, etc. - there's no shortage of things to do even if you don't code. I finally decided to take the leap and figure out how to code. I realize, with no formal training, and only being a month in, that it's unlikely I'll ever be an expert, but you don't have to be to make leaps and bounds for your MUD. I have great teachers, people willing to walk through things with me and help me out (very important), and there's also tutorials online and books you can read. To date I've coded a few features, including stables, a few commands and generally been able to go in and do some bug fixing and minor tweaking (i.e. even fixing spelling errors, etc. while very minor and easy improves the game). The whole point of this is that unless you have people working with you on the project, coders that are great and as dedicated as you are, it will often lead to disappointment. They won't do as much as you like, they'll disappear for other projects, they'll become disinterested, etc. It is rare to find someone willing to put in massive time and effort into a MUD that they don't "own". So it is best to at least learn some basics for yourself, so that if there's a lack of coders around at any time in the process, you can step in and keep making progress. You'll likely never be a master coder, but you'd be surprised what you can accomplish with a good book, some quality teachers and time. Best of luck. Pleos |
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