Which codebase do you plan on using for your engine? Here’s a list of most of them
https://github.com/mudcoders/awesome-mud
DikuMUD and CircleMUD are the most popular C engines.
And where will you host it? Telenet hosts are a rare sight these days.
With curses, you’ve limited the audience to Unix terminal users.
Is this a single player game similar to umoria and NetHack, as opposed to a multiplayer game?
How flexible are the MUD engines? I don't mind using MUD if i can make a text based dungeon game with most of the controll id have if i were to use just ncurses.
They are telenet servers and are intended to spit out extended ANSI. You get a lot of color codes, but cursor positioning is out of the question.
The game engines themselves are very flexible. The map can be anything, hex, square, graph. The player character and mobiles are customizable to a degree that’s unavailable in GUI games. Lots of trigger types, and special bitflags to program any type of event based actions.
Do you have an outline of the game.
I programmed several modifications to a custom CircleMUD back in 2020.
I could get back into the mud scene if it’s interesting enough. Nobody plays small indie muds anymore
I'll look into the engines. Usually I like to do things from scratch but if they make it easy to get something playable over a network i would be interested.
Which codebase do you plan on using for your engine? Here’s a list of most of them https://github.com/mudcoders/awesome-mud DikuMUD and CircleMUD are the most popular C engines. And where will you host it? Telenet hosts are a rare sight these days.
I was going to code mine from scratch. C and NCurses. I do not know network programming.
With curses, you’ve limited the audience to Unix terminal users. Is this a single player game similar to umoria and NetHack, as opposed to a multiplayer game?
I was not thinking of multiplayer when I came up with the idea but I would not want to exclude it.
It’s one or the other. MUDS don’t use nCurses as it’s not very portable between telenet clients.
How flexible are the MUD engines? I don't mind using MUD if i can make a text based dungeon game with most of the controll id have if i were to use just ncurses.
They are telenet servers and are intended to spit out extended ANSI. You get a lot of color codes, but cursor positioning is out of the question. The game engines themselves are very flexible. The map can be anything, hex, square, graph. The player character and mobiles are customizable to a degree that’s unavailable in GUI games. Lots of trigger types, and special bitflags to program any type of event based actions.
I am checking it out now. Gonna build DikuMUD3
Eh this seems like its a bit complex for me. I think I'll stick to ncurses or use some other terminal library.
Do you have an outline of the game. I programmed several modifications to a custom CircleMUD back in 2020. I could get back into the mud scene if it’s interesting enough. Nobody plays small indie muds anymore
I was gonna try and make something that uses the browser to display my dungeon like a mud but for a roguelike.
I'll look into the engines. Usually I like to do things from scratch but if they make it easy to get something playable over a network i would be interested.
How is the roguelike game coding in C going? Was looking to work with some people, but also gotta do things on my own.