20 year old concept revolutionizes MMORPG development

This article on Massively about the Hero Engine MMORPG development platform made me smile. Yes I suppose the fact that multiple developers can work collaboratively on the same server while seeing the results of each others work in real time is pretty revolutionary. At least for graphical MMORPGs anyway.

The concept is probably quite familiar to anyone who has ever developed a text MUD. I think that TinyMUD way back… Continue reading

Commercialisation and Charging Models

I’ve talked before about how I think more commercial muds would benefit the whole of the mudding community and in this article I’m going to look at some of the options mud creators have for commercialising their work.

Subscriptions

In a subscription model all players pay a regular fixed amount to access the game. Players are usually able to play for free for a limited time before deciding whether to subscribe. This… Continue reading

FMud Scripting Tutorial - Aliases and Targetting

I thought I’d try recording some screencast videos to demonstrate how to use the scripting functions of the client. This first video covers creating aliases and using a variable for targetting. I’m not sure about the sound quality so I think I’ll try and improve that for the next one! Any feedback or suggestions for future video topics would be appreciated… Continue reading

FMud version 0.8 released

FMud is a simple web based Flash mud client.

A running demo, feature list and installation instructions are available on the FMud project page.

Download

Version 0.8

Released on 11th February 2009.

  • Line breaks should be handled better now
  • Colour parsing improved, including MUSH style bold text
  • Added support for clear line
  • Added support for Terminal Type subnegotiation - client identifies as ‘FMud’.
  • Bitstream Vera Sans Mono font now embedded as the default
  • Removed option to specify font

Why we need more commercial MUDs

The first thing I want to say is that there are plenty of high quality MUDs out there that are run on a non commercial basis.  Now that’s out of the way, I believe that were more MUDs to go commercial, even on a relatively modest scale, it would benefit the MUD community as a whole.

As I have said before, I believe that MUDs offer unique gameplay opportunities beyond… Continue reading

A new arrival…

I don’t usually post personal stuff on this blog but I wanted to share this.

Mum and baby a few hours after birth

Emily Rose Adcock was born at 15.55 on 15th November by cesarean section. She was a week overdue and weighed in at a rather hefty 8lbs and 15 oz.

The strangest thing was that Suzy barely… Continue reading

Making MUDs more visually appealing

I want to talk a little bit about some of the things that can be done to enhance the visual appeal of MUDs. This may sound a bit odd given that a MUD is all about text, but the text can still be presented in ways that are are more visually appealing. This is particularly important if you want to attract players new to MUDs who may find the look… Continue reading

FMud version 0.7 released

FMud is a simple web based Flash mud client.

A running demo, feature list and installation instructions are available on the FMud project page.

Download

Version 0.7

Released on 7th November 2008.

  • Fixed major bug when using FMud with Linux
  • Removed display_height parameter. The dimensions of FMud are now calculated automatically from the height and width set in the embedding page
  • Added policy_port parameter. This allows you to specify the port where the socket policy

The state of MUD, part 3

I believe that MUDs’ greatest strengths are also their greatest weakness; namely that they are quick and cheap to setup and run. While this means MUDs can offer some of the unique gameplay I mentioned in my last post it has also undoubtedly lead to an explosion in the numbers of mediocre games. New players discovering MUDs through a major listing site such as TMC are presented with huge… Continue reading

The state of MUD, part 2

In my last post I asked what MUDs can offer players that they can’t get from more modern graphical virtual worlds. In order to answer this question we need to look at what makes MUDs unique.

The single biggest difference between MUDs and other virtual world platforms is the relative ease with which MUDs can be developed. While producing a quality MUD is still a large undertaking, the number of… Continue reading