An approach I found effective was to "start small". I'd wanted to create a mud from scratch for a while, but could never decide how to start - there was just so much to take into consideration. Then Erwin announced his 16K mud competition, so I created a tiny mud for that. After the competition I expanded my codebase to test out various ideas I'd been playing with, turning it into a sort of prototype for my current mud.
Although I restarted again with God Wars II (for design reasons), I was able to quite happily and legitimately pillage my first scratch-written codebase for bits of code. I reused what worked and learned from what didn't, and was able to get a basic game together fairly quickly, with enough in place for some basic play-testing within a year.
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