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Old 04-10-2014, 03:07 AM   #21
the_logos
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Re: Starting a Mud without any coding exp.

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Originally Posted by Ide View Post
Seriously though, someone made a decent documentary about text adventures (Get Lamp) so I'm sure a legit doc could be made about muds, even without kidnapping.
Hey look at that - did not know about that documentary, thanks! A bunch of folks I know are in it too. Definitely going to watch it.
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Old 04-10-2014, 03:15 AM   #22
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Re: Starting a Mud without any coding exp.

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Originally Posted by plamzi View Post
Well, I think that's because usually the OPs of those threads don't ask specific questions about a specific codebase. If someone does, and if it sounds like they have read the README file and done their due diligence googling for an answer, and they sound like they are eager to learn, then I'm sure they'd get a number of very helpful responses.

The reality is, most of those threads are started by people who are not ready to be helped. If you respond with a bunch of specific steps about a specific codebase, there's a serious chance you'd be wasting your time.
Definitely. Just asking the generic question "How do I make a MUD" is like going up to an architect, having no idea what you're doing, and asking, "How do I make a building?"

My first answer is always, "Learn to code." MUDs are small enterprises. If you can't work on the code yourself, you're probably going to fail. Not as if you're going to have a giant staff to delegate to. I was a liberal arts major in university, and when I wanted to start my first MUD, I taught myself to code. There would be no Iron Realms today had I not done that, as the only person who is going to get your MUD off the ground at the start is you.

If you have done so little research as to have no question more specific than "How do I make a MUD?" then you're just wasting peoples' time.
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