• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Talonkarde

Advanced MUD

3 posts in this topic

I know a quite a bit about computers in general and about coding in a few languages, but nothing really advanced. Here''s my question: I want to code a MUD-type game (All text, think AD&D) and I have a server to support the game, but as far as coding goes, I don''t know which language to turn to. Basically, I want create the game and allow multiple users to access it and interact with the game and other players through use of a semi-graphical front-end. Does anyone have any suggestions on how I should start things going? Thanks in advance, Talonkarde
0

Share this post


Link to post
Share on other sites
I would suggest start writing a chat server and client.
Then add multiple rooms.
Then a simple parser to change rooms from the chat line.

You can''t go wrong with C++ and Winsock. But choice of language, IMO, is a matter of taste more than anything else.
0

Share this post


Link to post
Share on other sites
Use either C or C++. Full versions of source exist out on the web. Go to The Mud Connector.com and search for source. Using a source will give you and idea as to the task you are talking about. I would suggest starting from one of these sources and after a year or so of keeping it running and enhancements, figure if you want to get into making your own. The text based mud market is interesting in that it makes very little money(almost none), but yet is extremely competitive. If you try to do it from the ground up you are getting into coding the wheel again in an industry where the wheel has been coded many many many times over. I have programmed many MUDs over the past ten years. The task of building one from scratch was too large for a project that wouldn''t make money, hence my MMRPG business plan. If you think about money, you have to go graphical and compete with Everquest... All I can really say without rambling further is go get source and put up your own server. Smaug 1.4 runs on windowsNT and can be found at This link

Kressilac
ps send me email if you need help.
Mail me!
0

Share this post


Link to post
Share on other sites
I suggest writing the client in Java since it is runs on theoretically every computer, without any changes to the code.
0

Share this post


Link to post
Share on other sites