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This is a discussion on "Developing from scratch" in the Top Mud Sites MUD Coding forum : Originally Posted by ArchPrime Parodies aside, Noodle's points are valid and spot on. Noodle's thoughts, though, do illustrate some additional requirements needed to really pull something decent out in a short amount of time: prior experience, clearly defined goals, extreme dedication and a thorough understanding of your chosen toolset. A problem is that MUDs seem to be very centered around pre-made codebases and code snippets. For example take a look at the article section here on TMS: A lot of articles about building and roleplay(unfortunately most of them lacking references) but little to nothing about technical ... |
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#61 | |
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Member
Join Date: May 2005
Posts: 208
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Re: Developing from scratch
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If you look at for example game development literature such as the Game Programming Gems series you notice that there is a lot of techniques covered in such books. As a reader trying to make a game you can use the experience of the programmers who already met the problems you're facing. It seems there's a lot less MUD specific resources. There's MUD Game Programming but other than that it doesn't look like there's much more. You would have to look at more graphical multiplayer/MMO centered books and articles to draw experience from. Last edited by Aeran : 08-15-2010 at 03:52 AM. Reason: Added the actual point about the MUD articles. |
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#62 | |
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Member
Join Date: Nov 2002
Posts: 32
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Re: Developing from scratch
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What forms of experience do you see yourself lacking, that you have to resort to reading general programming articles for the lack of MUD related ones? |
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#63 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Developing from scratch
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The original claim I disagreed with was that a very specific established mud (that I won't name) with years of work could be "written from scratch in a few weeks". My view can be pretty much summarised in three quotes from my earlier posts: "Creating a mud from scratch can be an enjoyable and rewarding project, but there seems to be a common misconception that it will automatically result in a better game. In fact, the only thing it guarantees is more work. If your main goal is just to create a fun, playable game, I would suggest going with an established codebase." "...people underestimate how much work it takes to create a fully playable mud from scratch. They'll often view it from a purely technical perspective, without stopping to consider that that's one of the easy parts. As a result you see quite a few people start work on creating a game from scratch, but few who actually succeed." "Within the context of this thread, we're comparing "starting from scratch" against "using an existing codebase", therefore it makes sense to compare equal feature sets. If you want features X, Y and Z, you need to compare the effort involved in writing them from scratch against the effort involved in downloading and modifying a codebase that has some or all of those features built-in." If you could tell me exactly what you disagree with, it would make it easier to formulate an appropriate response. |
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#64 | ||
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Join Date: Nov 2002
Posts: 32
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Re: Developing from scratch
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#65 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Developing from scratch
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I think it's very difficult to clearly define something as "gameplay related". The vast majority of features will have some impact on gameplay - even the socket code can impact gameplay in some situations, and the pure content (such as monsters and quests) will always be restricted by the underlying mechanics. |
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#66 | |
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Member
Join Date: May 2005
Posts: 208
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Re: Developing from scratch
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1. Concurrency issues if you decide to use threading. 2. Data structure/flow organization. 3. Command parsing. I don't think there is anything wrong with starting early with telnet negotiation. If you don't consider the low level issues from the start you can get problems later - e.g if you mistakenly assume that data arrive as one chunk. |
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#67 |
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Member
Join Date: Aug 2008
Home MUD: Archons of Avenshar
Posts: 51
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Re: Developing from scratch
In the grand scheme of things(The big, huge picture), I'm not sure there is a code base that will give you much of a head start, if you're looking to match features, original content, and sheer scale. Sure, you can download just about anything from a bit of code that opens a socket to code that nearly represents a full featured game. At that point, though, you've still got the original content to create -- which can potentially take years...and that is only after you completely understand the nuances of whatever nearly full-featured codebase you downloaded -which can easily take weeks to months.
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#68 |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Developing from scratch
I'm afraid I strongly disagree with you, ArchPrime. Code reuse is a common software engineering technique, and the subject of considerable research. Do you not make use of existing libraries when developing your mud? That's not much different to using a well-developed codebase or driver.
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#69 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,169
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Re: Developing from scratch
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Though I don't think this was his point. I think Archprime is saying that no codebase is any better than another when deciding what to use to build the foundation of a game. In that case I think he is right except where personal preference or experience would play a role. |
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#70 | ||
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Member
Join Date: Aug 2008
Home MUD: Archons of Avenshar
Posts: 51
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Re: Developing from scratch
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So, what MUD code base is going to give a person a jump start that would allow them to achieve the same magnitude as a well established MUD that's had years of work? |
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#71 | |
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Member
Join Date: May 2005
Posts: 208
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Re: Developing from scratch
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I think what Kylotan tried to point out is that there are other programming languages than C with more well built standard libraries and language features suited for MUD programming. If you were to make some software in C you would have to do almost everything from scratch, including linked lists or binary trees or whatever you want to use. With Java or C++ you would get a lot of these things for free. |
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#72 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Developing from scratch
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A copy of that mud, but that's not what we're discussing. The question here is what codebase is going to give someone a faster development time than writing from scratch. And the answer will obviously depend on what they're trying to do - there is no "silver bullet" codebase that'll fix every problem. |
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#73 | |
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Re: Developing from scratch
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Last edited by Kylotan : 08-16-2010 at 03:07 PM. |
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