MUD Game Programming (Premier Press Game Development)

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Congratulations! You have now completed a full, albeit simple, MUD. That was a lot of work involved for a game concept that many consider "primitive." Writing stable server code is a daunting and difficult task, however.

Crashing simply is not an option for servers. You need to have these things run for days at a time, and this is much more difficult to do than a regular game.

Anyway, I hope you've learned a good deal about the basics of making a MUD. In the next part of the book, when I show you the BetterMUD, I'm not going to be nearly as "code oriented" as I was with SimpleMUD. Instead, I'm going to focus on general design issues instead of the nitty-gritty details. By this point, you should have a somewhat solid understanding of simple MUD-like server programs.

Let me go over everything you should have learned in this part of the book.

In Chapter 8, you learned how to:

In Chapter 9, you learned how to:

And in this chapter, you learned how to:

I would once again like to invite you to play on my version of SimpleMUD, running on telnet://dune.net:5100. It may not be too active, because most people would probably prefer playing around in BetterMUD, but if you're interested, I'll have it running.

Essentially, what you just learned how to make was a flexible-data MUD, with hard-coded physics and logic. If you ever decide to expand the codebase , you should be aware that expanding the logic for SimpleMUD (that is, controlling how enemies and items act), you might find it a difficult task. This is one of the things you will learn how to fix in the next section.

Now, off to BetterMUD!

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