[MUD-Dev] NEWS TECH: Re: Welcome to the "MUD-Dev" mailing list
seebs at plethora.net
Wed Jan 7 14:52:37 New Zealand Daylight Time 2004
In message <mailman.69.1073508367.371.mud-dev at kanga.nu>,
mud-dev-request at kanga.nu writes:
> Welcome to the MUD-Dev at kanga.nu mailing list!
And a hearty welcome to you to, Mr. List Robot. :)
I don't know if this list does intro posts, so I'm pretending this
is NEWS TECH.
Hi! I am a programmer who has taken to writing for a living; as
such, I have a programming-project-shaped gap in my life. I am
considering trying to write a mud driver.
I am aware that this is not exactly an unusual hobby idea.
1. I want a driver that is as game-generic as possible. I do not
want to impose concepts more specific than "players who interact
with a game" on potential users.
2. I want to make reasonable use of existing tools; for instance,
if I stick with C as my implementation language, I'll use
pthreads, stdio, and other likely tools, rather than hand-coding
my own scheduler and buffering.
3. The resulting mud will be released under a very
non-restrictive license. I am a programmer, not a lawyer, and I
am not going to write my own license; I am currently leaning
Why do I think I can do this?
1. I have written two or three "toy programming languages", which
is a good background for trying to implement a programmable mud.
2. I have experience with a broad variety of languages, most
relevantly Inform, which is a language custom-designed for writing
text adventures - and which gives a lot of good insights into what
kinds of language features are useful for expressing those kinds
3. I know C, especially Unix-targeted C, well enough not to make
all sorts of weird newbie mistakes.
4. I've been playing various muds since AberMud 2, and I feel I
have a reasonable sense of what kinds of features they want, and
what kinds of mistakes they tend to make.
5. I am insufferably arrogant, and I think I can do anything.
I'm interested in learning more about the state of the art, and
seeing what kinds of ideas people have. I might well be persuaded
that one of the existing mud-level languages, such as LPC, is the
best option, but I am thinking seriously about trying to do a
language targeted specifically at muds.
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