[MUD-Dev] Re: Standard Mud Room Format?

J C Lawrence claw at under.engr.sgi.com
Wed Aug 19 20:01:48 CEST 1998


On Wed, 19 Aug 98 18:43:32 -0000 
plateau <plateau at mail.tcbi.com> wrote:

> Hello all, I'm in the process of writing a MUD in (don't laugh)
> Perl. 

You might want to take a look at PerlMUD (currently at version 2.1):

  http://www.boutell.com/perlmud/

Python Universe Builder (I'll admit up front that I far prefer Python
over Perl) is another goodie:

  http://www-acs.ucsd.edu/~jstrout/python/pub/

> Anyway, I began to think of all the different MUD editors already
> available, and started to wonder if there weren't some type of
> "standard format" from which to import rooms, spells, mobs, etc.

There are classes of formats, some derived from Diku, other from LP
etc.  THey typically don't translate well to each other as they are
based on different assumptions and design criteria.

> Sure, most muds are in some way "different" from the others,
> code-wise, but they all share certain characteristics: most rooms
> have descriptions, they are usually connected to each other by the
> 10 basic exits (n/s/e/w/u/d/nw/se/ne/sw) as well as other links
> ('enter bushes'). Most have titles for their areas, and some share
> similar flags such as 'nomob', 'safe', etc.

You're thinking Diku.  The above doesn't (necessarily) translate at
all for the Tiny-* clan, especially MOO and derived forms (eg Cold,
COOL, Interlude, etc), and works poorly at best with the LPC forms.

> Or is it a complete waste of time?

Not a waste of time -- just depends on who and what your market is.
Define a little more narrowly and you can see if a standard format
serves your ends or not.

--
J C Lawrence                               Internet: claw at null.net
(Contractor)                               Internet: coder at ibm.net
---------(*)                     Internet: claw at under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...




More information about the mud-dev-archive mailing list