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#241 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Quote:
You can't - but there's no reason to believe that either of the above were the case. If a licence states it gives you permission to use X, and you have no reason to believe it doesn't, then I don't really see what else you can do - unless you write everything yourself. Quote:
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#242 | |
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Member
Join Date: Sep 2005
Posts: 123
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Quote:
For a new mud that still wanted to use a Diku derivate as codebase, I'd say there are three ways to go: 1. Don't open the mud for players until you have a unique world that is large enough to sustain a reasonable amount of gameplay. (The drawback to this is of course that it's more fun to work in a mud with players, and that it might be hard to attract competent help to a mud that is not open). 2. Start out with a selection of stock areas that fit your chosen theme, but gradually replace those with original areas. (As Valg already pointed out, there are some advantages to this, mainly that some players actually prefer stock, because they know their way around those areas. Also not all stock areas are crap, it's just that you have seen them too many times). 3. Use some kind of wilderness grid to get a fair size to start out with. These are quick to produce, the room descs can be set automatically by the code, and all you need to do is to add mobs and objects. Later the 'real' areas can be just connected to the grid gradually, as they get finished. (This is the solution I'd chose myself). |
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#243 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Kavir wrote:
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--matt |
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