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slowreflexUser is Offline
Peasant
Peasant
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England
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07/12/2008 8:04 AM  

I just stumbled across this website and it sounds interesting.  I've been playing muds for over 20 years and am glad to see one being written in C#.  I'm just learning C#, so can't help on the development side.  However, if you need someone to help test, identify bugs, or host a beta server, I can help out there.  I'll also try to contribute to discussions based on my past mudding experience.

FastalanasaUser is Offline
Grumpy Half-Elf

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http://www.wheelmud.net
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07/12/2008 5:53 PM  
Welcome aboard slowreflex!

What sort of muds have you played on? My background is mostly on LPC muds. I used to play StarMUD, but not much now-a-days. I was a builder on a now dead mud called TrekVerse. I've done MUSH building, but I couldn't stand it for long. :p

Anyways, hope you enjoy your stay here. I'm kind of on a summer vacation, mostly recovering from eye surgery. I'll be back coding in the fall, around late August. I'm also the webmaster here.

Feel free to make suggestions to improve this website. I'm interested in seeing more documentation to make things easier for everybody.
slowreflexUser is Offline
Peasant
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England
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07/14/2008 1:42 PM  

I've mainly played on muds based around the fantasy world and Diku, Merc (I think).  My favorite mud and one that I played for many many years was Forsaken Lands.  The main coder Virigoth left and published the source code, so it's around (in C I believe - I have it if you can't fine it).  It hasn't been the same game since then.  Muds to me are not about lots of fancy features, but more about being well balanced and stable.  I also play a lot of Blizzard games as I appreciate how much effort they make on balancing games.  As soon as I play a game and see 30 classes, 400 skills, etc, I don't bother with it.  It's impossible to balance a game like that.  I'm assuming you are making a generic mud server that you can fill in with any genre of races, classes, areas, etc.  If I was running a mud, I would just have the 4 primary classes (warrior/fighter, mage/sorcerer/wizard, rogue/thief, priest/cleric/healer) and a limited number of races.  I also like a mud to have a good PvP system that protects lower-level players.  FL had one where you could only attack those within 5 levels (or something like that).  I've never seen a mud that has professions in it (like World of Warcraft has blacksmithing, herbalism, alchemy, etc.) and that could be interesting. 

Is there a document describing what you want the end result to have feature wise?  A timeline for completing each step, etc?  You must have something documented out right?

FastalanasaUser is Offline
Grumpy Half-Elf

Posts:86

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http://www.wheelmud.net
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07/14/2008 4:56 PM  
Posted By slowreflex on 07/14/2008 1:42 PM

Is there a document describing what you want the end result to have feature wise?  A timeline for completing each step, etc?  You must have something documented out right?

For "How To" stuff go check out the Wiki.

For timeline stuff go to our CodePlex page and check out the "All Releases" link on the top right, and the Issues tab. The Issues tab is what we are using for project management stuff.

FastalanasaUser is Offline
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http://www.wheelmud.net
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07/15/2008 10:47 AM  
Posted By slowreflex on 07/14/2008 1:42 PM

Is there a document describing what you want the end result to have feature wise? 

I forgot to answer your question about what is the end result for WheelMUD...

The goal of WheelMUD is to have a stable and easy to use MUD engine for Windows. I haven't put out an official matrix for feature sets. I'm concentrating on getting the basic mud stuff working first.

Right now we have support for

  • Telnet Options
  • MXP
  • Movement
  • Basic new character creation
  • Partial implementation of the InterMUD protocol
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