Mud in C# by Vitoc (GMUD)

Rootc
Posts: 12
Joined: Mon Aug 01, 2005 12:28 pm

Mud in C# by Vitoc (GMUD)

Post by Rootc »

Quote:




Originally Posted by Vitoc
It's already being done in C# (that's C sharp for you n00bs) and it's closer to being finished than you think.



C++ is a very powerful language, but you're going to do 10 times the work to achieve slightly better performance. We're talking about a text game here folks, not the latest greatest MMORPG. That's not to say I haven't used the most efficient methods possible with .NET and I can tell you the end result is unbelievably fast and efficient and it all looks very, VERY familiar (MegaMUD feels right at home in it).



DeathCow was on board for a few days but then went MIA. Not sure what his intentions are now, but we're still going full speed ahead. I'm spending 2 hours per weeknight and several hours per weekend on it. It's currently running and stable, and I expect to have it 99% bug-free and complete by Dec. 1st.



Btw, I wrote a converter to convert the Data files to SQL Server and normalize where beneficial, meaning any hexed board dat files can be easily converted as well. Currently, the entire running Major MUD realm fits into 100 megs of RAM, meaning no hard drive reads are ever necessary once the realm is running (initialization takes only about 10-15 seconds). Players, mobs, shops, and rooms are all persisted every minute in the background.



I'm still looking for legal info on what can and can't be done with regards to Major MUD content. If all else fails we use original content. Stay tuned.







Thought this post needed its own thread. Updates on this project and related projects can be made here.



Very excited for Vitoc's Mud
Vitoc
Posts: 12
Joined: Wed Nov 09, 2005 6:00 am

Re: Mud in C# by Vitoc (GMUD)

Post by Vitoc »

Well thanks for that rootc.



DeathCow is definitely on board now and we're going full speed ahead. Still aiming for Dec. 1st for a completion date for the engine. We'll probably open it up for testing before then.
Raybdbomb
Posts: 5884
Joined: Wed Mar 21, 2001 6:00 am

Re: Mud in C# by Vitoc (GMUD)

Post by Raybdbomb »

I'd like to help in testing, if possible. PM me or AIM me: raybdbomb
Vitoc
Posts: 12
Joined: Wed Nov 09, 2005 6:00 am

Re: Mud in C# by Vitoc (GMUD)

Post by Vitoc »

When we finish the rest of the major issues we will definitely be inviting interested peeps to come do some testing, so consider yourself on the list.



I saw a great idea in another thread by MrLumikant on another less frequented forum that suggested we should create a list of the things that we *shouldn't* copy, that is things that need change in MajorMUD.



Keep in mind we're trying to keep the look and feel as close to Major MUD's format as possible. That being said, also keep in mind any idea is implementable with this new codebase, so the sky is the limit. I think we should touch on just those gameplay issues that leave us wondering "wtf were they thinking" rather than "you know what would be cool" ideas.



This is more a list for requested gameplay changes rather than content changes. Not asking for new ideas for races, classes, items, mobs, or areas in this thread just yet.



If people can give their feedback on some of the suggestions that would be fantastic. That way we can get a good idea of how many people think it's something that needs to be addressed. I'm working on either setting up a makeshift forum or getting a section dedicated to this project on a high-traffic forum. (hint, hint)
Rootc
Posts: 12
Joined: Mon Aug 01, 2005 12:28 pm

Re: Mud in C# by Vitoc (GMUD)

Post by Rootc »

WTF was metro thinking when they put a cap on nearly all stats: crits, dodge, accuracy, Magic Resistance. Different types of soft caps are necessary, but hard limits are restrictive to game play. Anyway, I'd like to see different classes have different soft caps. For example Ninjas/Mystics should get a better crit cap then plate wearers. Whunters should have a better MR cap then all other classes.
DeathCow
Posts: 399
Joined: Sat Sep 06, 2003 5:00 am

Re: Mud in C# by Vitoc (GMUD)

Post by DeathCow »

Quote:




Originally Posted by Vitoc
I saw a great idea in another thread by MrLumikant on another less frequented forum that suggested we should create a list of the things that we *shouldn't* copy, that is things that need change in MajorMUD.



Keep in mind we're trying to keep the look and feel as close to Major MUD's format as possible.






Keeping the Look and Feel of majormud is a very important aspect to GreaterMud.



If I were going to make a list of game-play improvements that we need I think I'd start with..



Alignment SystemThe current system contains many flaws. But, do a few basic improvements need to be made or an entire overhaul?

Combat System

The current combat system is very unbalanced. Do certain classes need to be nerfed? Or do other classes need a large powerup?

Spellcasting System

The current system is rather out dated. Creating a system where learning spells is based on spellcasting ability rather than magic level would help balance both races and classes. What other changes should be made?

Expanded Abilities List(for ease of content editing)

There are dozens of small abilities that can be added to the coding to making editting quick and easy. For example, an additional swings ability that would make a weapon capable of more, or less than 5 swings.
Raybdbomb
Posts: 5884
Joined: Wed Mar 21, 2001 6:00 am

Re: Mud in C# by Vitoc (GMUD)

Post by Raybdbomb »

lol greatermud, you've got to be joking.
Demonic
Posts: 370
Joined: Sat Aug 24, 2002 5:00 am

Re: Mud in C# by Vitoc (GMUD)

Post by Demonic »

how about bringing back old slice and dice, and the flying feet etc..

and im sure youre already doing something to allow (if ever needed) use of extra CPs.
Vitoc
Posts: 12
Joined: Wed Nov 09, 2005 6:00 am

Re: Mud in C# by Vitoc (GMUD)

Post by Vitoc »

Quote:




Originally Posted by Raybdbomb
lol greatermud, you've got to be joking.








Tell me it's not the *perfect* name for this project. It takes a shot at Metro who deserves to be... well... shot at.



The name stays.
Sven
Posts: 313
Joined: Fri Nov 15, 2002 6:00 am

Re: Mud in C# by Vitoc (GMUD)

Post by Sven »

... might I suggest 2 versions?



1 with all your changes, and 1 as just a majormud clone, or as close as?
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