ID:137013
![]() Mar 10 2002, 3:51 pm
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Am I being lied to here or what? A friend of mine said BYOND was lying about being able to make MUD's. Now I realize it could be the truth, considering the demo Dan made I've been told was made with C++....... And the fact there is no other help on the subject... Not only that but if I ever ask for help because I'm trying to figure room exits.. I either get ignored, no one can help, or I hear "Try something with graphics first"....I like graphical games, but that's not why I got BYOND. I wanted to make a MUD, that's all. Could someone please tell me something?
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To add to what Tom said... BYOND can make nearly anything you can imagine. I say nearly because it has reasonable limits on graphics and sound, and of course the same limitations as any server game as far as bandwidth and space.
However, graphical limitations and sound limitations have nothing to do with making text MUDs, do they? The reason no one answers your questions is because there are no answers to these questions. Yet. The answers have not yet been written. To make a game in BYOND, you have to code everything but the graphics engine... this means to make a non-graphical game, you have to code everything. The reason people tell you to start with a graphical game is because that will allow you to learn the system with results you can see. I've begun and discarded several text MUD engines made with BYOND... in each one, I handled exits/doors in a different fashion. Each method had its own advantages and disadvantages. I wouldn't recommend any of them unless and until I knew exactly what sort of a MUD you were making, how the rooms in the world fit together, and several other factors. In the end, the solution you come up on your own would be better than any of my solutions, as mine were tailored to fit the unique problems of my vision. |
I see what you mean now. Though it is a good idea to start with a graphical game, I'm too stubborn and will continue to try to figure out a MUD. The type I'm making is the style on here www.achaea.com that's the type I've been going for. If you would make any suggestions and such on the meathods you used, I'd be very greatful, so now I'll continue to try and learn. Thanks alot.
Daemon |
Daemon5532 wrote:
I see what you mean now. Though it is a good idea to start with a graphical game, I'm too stubborn and will continue to try to figure out a MUD. The type I'm making is the style on here www.achaea.com that's the type I've been going for. If you would make any suggestions and such on the meathods you used, I'd be very greatful, so now I'll continue to try and learn. Thanks alot. Well that's a better attitude, so I'll offer some help: If you haven't already, go through these steps listed in the old FAQ. It doesn't matter that many of them start you with graphics, really. It's about learning the system, and no matter what when you learn you will use some examples that don't apply to your end goal. You won't get far if you don't learn the basics. If I were doing a text-MUD, I would quite probably use a graphical backend to layout the rooms and such anyway, then turn off the map for the actual game. Also check out the new FAQ for a lot of suggestions. Over time it's true that we should add more MUD-based tutorials and libraries. |
Dan's demo-- which is but one way to make a MUD-- was programmed completely in DM. You can download it in the Demos section, I believe.
Zilal's grand project is a text MUD, and from what I've seen it is very impressive. I believe that Foomer and others are working on MUDs as well.
BYOND doesn't currently support "traditional" MUDs since you have to use DS to play them, but eventually we'll support a subset of the display to allow limited telnet:// access as well.
You are only limited by your imagination. Since DM supports text output and command parsing, it supports MUDs.