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Questions tagged [mud]

MUDs (historically Multi-User Dungeon, with later variants including Multi-User Dimension and Multi-User Domain) are a broad category of multi-user virtual world systems -- usually text-based, usually games, usually accessed via the Telnet protocol, and usually free.

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How to set up server architecture using C++

I'm trying to make a Multi User Dungeon (MUD) game, and obviously a pre-requisite to that is a server. I've seen stuff like this: ...
Henery Johnson's user avatar
0 votes
0 answers
121 views

Server-Client Communication

I have a client, and it's basically a potato client. What I mean by that is it's code is something like this: (This is a junky version of the code, just to make a point) ...
Henery Johnson's user avatar
1 vote
1 answer
143 views

How to replicate damage between users in a MUD

I'm working on a text-based MUD (Multi-User-Dungeon) in C++, but the most important thing in a MUD is the MU (Multi-User). Is there any easy way to implement these mechanics? I want a player on one ...
Henery Johnson's user avatar
1 vote
1 answer
226 views

What makes the network coding for MUDs different from that of MMORPGs?

(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.) I can understand why the network coding for MMORPGs is so complicated ...
joshisanonymous's user avatar
6 votes
3 answers
686 views

MUD programming: socket handling

I'd like to build a multi user dungeon in Java/C# (also open to other suggestions). Below I have listed two ways of handling connections, and would like to know which would be the recommended way? I ...
mmking's user avatar
  • 161
1 vote
0 answers
145 views

Default movement keybindings for roguelike?

I'm developing a text based MUD, but unlike MUDs I'm developing without telnet and making a custom interface. Think Caves of Qud or Dwarf Fortress. The game only has 6 directions you can walk. ...
Caimen's user avatar
  • 121
0 votes
1 answer
77 views

How can I handle the subject of an action disconnecting before the action executes?

Let's assume I have a CEntity class that describes every entity within the game. Each entity class has it's own std::vector of <...
PeeS's user avatar
  • 485
11 votes
7 answers
988 views

How can I make permanent death in a MUD seem acceptable and fair to players?

I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have ...
Luke's user avatar
  • 213
1 vote
0 answers
491 views

Maintaining State in Mud Engine

I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the ...
Johnathon Sullinger's user avatar
1 vote
0 answers
359 views

Delay command execution over sockets

I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their ...
David Fox's user avatar
  • 123
4 votes
3 answers
246 views

How do you accommodate newbies while still creating depth in the design of light/dark systems for MUDs (or other text-based games)?

I've been pondering a redesign of our MUD's light/dark system. Our current system accommodates new players by simply not saddling them with being unable to see should they happen to wander outside of ...
abathur's user avatar
  • 283
-3 votes
3 answers
495 views

Is there a multiplayer game engine where you can write the logic in any programming language? [closed]

I'm working on a mud (multiplayer text game) engine and I would like developers to be able to write their game logic in any programming language. Does anyone know if other engines like this exist?
georgek's user avatar
  • 363
5 votes
1 answer
2k views

How can I build a graphical map for my MUD engine?

I am working on a text-based game totally from scratch and one thing I am not sure how to do is the map system. In my mud engine totally writen in Javascript (that will be executed in a Node.js ...
Cybrix's user avatar
  • 253
13 votes
5 answers
1k views

Generating grammatically correct MUD-style attack descriptions

I am currently working on a text based game, where the outcome of a combat round goes something like this ...
Extrakun's user avatar
  • 2,742
16 votes
4 answers
13k views

MUD source code [closed]

I haven't been able to find a lot of the old, open source mud source codes. I find the way they did things very applicable to text-based/browser based games, and I'd love to be able to skim through ...
Kzqai's user avatar
  • 1,198
7 votes
4 answers
1k views

Get rid of the usual MUD cycles

I am working on a MUD engine and I want to do it a little differently then all the MUD games I played. I find a "cycle" system very boring. One of the idea I had is to make every clients socket ...
Cybrix's user avatar
  • 253
6 votes
4 answers
3k views

MUD Games ideas

I am a huge MUD games fans. Though, MMORPG's rising popularity gives text-based games a strong opponents that they can't match. I started my own MUD engine (codebase) a while ago and I'm now looking ...
2 votes
1 answer
330 views

Anyone have a source for pictures/screenshots/demos of Mud OLC systems?

I really want to get access to some images of MUD (multi user domain/multi user dungeon) OLC (mud OnLine Creation), to use the structure of npcs/mobs/characters/areas/rooms that muds use on my own ...
Kzqai's user avatar
  • 1,198