From: Outside the Solar System
I am currently looking for a good text (MUD) engine that i can use to make a good science fiction game with. The problem with EVERY single one I have tried is that its hardcoded in with fantasy themes. I want to make a exclusively science fiction game. I don't care to make another fantasy game cause there are literally 100's of them. Anyone know of such a engine? I know a bit about c++, perl, visual basic, and c#. Not enough to write my own engine yet but still learning. I asked on mudconnecter.com about getting someone to write me a science fiction codebase but nobody was interested. Anyone here interested? If not, at least let me know if there is a engine that i can easily pull out the fantasy elements (magic/dragons/necromancers/etc) and put in the science fiction components. I tried SMAUG but it was a bit too difficult to understand how to pull the fantasy out. I even tried renaming the spells and all but it really still forced me to have a strange fantasy/science fiction mixture which i really don't want to have. Exclusively science fiction is what i am after. Why you may ask? Cause the market is full to the top with fantasy muds. I want a different tyep game and I happen to love science fiction. Why not graphic games you may ask? Well i just happen to love retro-games. I grew up on graphic games but hey when i found text games and muds in particular, they make me think and stimulate me a lot more. Having the pictures already done for me makes it less stimulating i think. Oh yeah, also, LPMud's look cool but thats another language to learn and i rather just stick to what I know a bit about. So, if there is any engine with a blank slate (like LPMud's) but in basic or c++ or c#, i guess I rather try my hand at that than have to learn lpcode. Still, IS there already any science fiction Only codebase out there? Oh yeah, I have tried SWR but it makes me vomit too. Oh yeah, is anyone interested in helping with creating such a mud with me? OR is anyone out there interested in Science Fiction and wanting to make a mud? Maybe i will join you or you can join me. Whatever. Plus it would be great to have the mud be a pay for play type setup. You can get in contact with me at Phasematt@gmail.com or reply here.
From: New Albany, Indiana, U.S.
|MITE. PM HanClinto or Riflefire or email them at HanClinto(at)gmail(dot)com and riflefire(at)aol(dot)com for more info, and also to have them send it to you. just replace the parenthesized (spelling?) text with the correct symbols. MITE is a great MUD engine/server that i use myself. its free. it comes with a fantasy-themed demo, but it can be edited, and it also comes with a totally empty database file (that is what it uses) for you to start from scratch. it uses C# or Boo for its scripting languages.
|Hey phasematt, a hearty welcome to CCN!
Wow -- for a second I thought I was reading an old post. You match up almost exactly with what Riflefire (another user on here) is hoping to do with a Christian-based sci-fi MUD.
As Buddboy already referenced, it just so happens that for the past year and a half I've been working on a flexible bare-bones MUD engine for the explicit purpose of enabling MUD designers to create non-fantasy-encumbered MUDs. As you've seen, so many MUD code-bases out there are so entrenched in the fantasy D&D genre that it's nearly impossible to divorce the core of the MUD engine from fantasy and spells and other such things. So I set out to write a MUD engine that is completely game-type agnostic. I've tried to make it just as catered to writing a coordinate-based space-ship game as much as a standard room-based hack'n'slash type of MUD. It's not perfect, but some people like it, and I think it's got some potential. Because it's not built for one specific type of genre, it needs a little more work to get a MUD up and running (much like an LPMud), but I've done my best to make it simple for people to use.
So basically, the engine is called MITE, which stands for "MUD In The Eyes" (a reference to Jesus opening the eyes of a blind man). A "mite" is also a very small insect, and my code base intends to be as small and concise as possible. It's also a homonym with (sounds like) "might", which is a reference to how powerful the engine is designed to be.
It is written entirely in C#, and it is very similar to LPMud in that everything is scripted in the game. Everything that defines gameplay (such as what verbs do or how movement works) is implemented with dynamically-compiled scripts that can be changed, added or removed while the server is still running (so that users don't need to disconnect for you to fix a bug or add a new feature). It comes with its own administrative GUI program that connects to a MITE server and lets you browse all of the in-game verbs, scripts and objects and modify everything inside a Windows point-and-click environment. This administrator GUI even works remotely so that any admins you want to give access can connect to your server (it is password protected as well for extra security).
I'm currently typing this from an internet cafe in Accra, Ghana (a country in West Africa) where my wife and I are visiting to do some computer work as a sort of short-term missions project. I don't have my laptop with me at the moment, and I don't have my bookmarks or my source code information or other such things. I'd love to talk with you about this some more -- in the meanwhile, here are some links I was able to dig up.
An old post of mine where I explain some of how Mite works. Some of it may be a little outdated, but it should help give you an idea of how the engine has progressed.
Here is a Yahoo! Group for the project. It's not terribly active, but I try to post relevant upgrades, features and bug fixes still. Perhaps more interestingly, there is a lot of content to read on there if you get interested/bored.
Here's a screenshot of the IDE that shows how you edit scripts and stuff.
You mentioned Mudconnect, so here's my thread on there where I posted about MITE. I got a *lot* of good comments and criticism about the project, and I've already implemented many of the suggestions I received on there regarding shortcomings that were in MITE's design. I think there are also screenshots in there to more of the MITE gui.
[This message has been edited by HanClinto (edited August 27, 2006).]