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Old 10-07-2009, 07:35 AM   #97
KaVir
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Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,052
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Re: From MUDs to MUSHes: FAQs, etc for the players

In the hope of getting this conversation back on track, here's a little information on the three main MUD families (TinyMUD, LPMud and DikuMUD) and how they're interconnected:Thus you can see the relationship between MUD and MUSH as follows, where each box represents a new codebase and the lines represent inspiration:

As I touched on earlier in the thread, I would personally be interested to see comparisons such as:After that the comparisons could be extended to other codebases, including some of the many MUDs that fall outside of the codebases listed in the above diagram. For example the only other MUD I've encountered with a movement system similar to mine is a MUX, while death in my MUD is similar to the result of the TinyMUD 'kill' command (banishment back to your home) - but my command syntax is more like DikuMUD, with argument parsing a little like LPMud.

I think it'd be really interesting to compare different custom MUDs with each other as well, as no game is designed in a vacuum, and you can often see striking similarities between independantly developed MUDs. It'd also be worth checking out the Morder codebase, which was primarily inspired by Scepter of Goth (developed around the same time as - but independently from - the original MUD).

Last edited by KaVir : 10-07-2009 at 10:46 AM.
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