The Storm wrote:frcorey wrote:The Storm wrote:
Could you explain what NetHack is and any references where I could do some research. I'm looking for new ideas and this might be promising if it looks fun enough to play.
the best d&d game around.
http://www.nethack.org/
people would die for a multi user setup. the monsters
are very chalenging and smart. the magic system would prolly
be hard to do. but NetHack on wg would blow away majormud.
Mud development is a hard road to travel. That would be a project we would tackle way down the line as we already have something in the works but on a larger scale.
actually alot dont know this but mud development using wg is extremely easy compared to say writing your own mudbase from scratch.
think of it as a teleconference where channels become rooms.
You're in the MAIN channel.
The Storm is here with you.
Type ? For A List Of commands.
You're in a dark cave.
Storm, The Elven Mage Is here.
You see nothing on the ground.
wg does all the work as far as channel data, user pointers, capturing text strings, the whole enchilada.
all you need is a vast imagination and the wg dev kit as a reference.
i convinced mystic media inc. to go from standalone mud server to wg as the server part, and their mud is fantastic.
of course they contracted me to write it but in 3months i have an almost finished core engine where their standalone had a year in it with just enter/exit.
muds will be the keep-alive for worldgroup in my opinion.
people nowadays want MUDS hell with the other stuff.
and yes yes i know wg only supports 256 users where most winsock mud engines support 32767 its just my opinion.
wg would act as a complete mud server with web server, accounting stuff, and the game.
just modify your message files to fit your theme and you're off and running.
and any ISV with the Wg source could actually modify their server to only ask minimal questions on logon and poof you're a mud online.
and as rick has said before ODBC is so laggy, not saying btrieve is top dog but it is faster and not as sluggish.
i first wrote arcticmud using powerlink and nate even gave me an oem license to include it with my distro with the dsn hardcoded but damn it was slow, switched over to BT and boom with 16 scripters all online testing things my response time stays betrween 1-3ms
i tried to keep everything internal instead of multiple database loading like majormud does hence why its so goddamn laggy and its not bad.
anyone interested in creating a mud i have a mud development kit i could send ya complete with load/save/generate, movement and basic commands and communication.
all i need is your reg# so i can compile you a secure.lib and you'll have all you need to begin mud development.
even has its own reg# system so you can require reg codes to unlock demo, etc....