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经过广泛的研究,我决定使用 tba 代码库。 我可能会在稍后详细阐述,但从广义上讲,
无论如何,泥浆确实是一种热爱的劳动,如果你打算运行泥浆,你必须松开一些螺丝。 此外,辉煌的日子已经过去了(似乎有很多泥巴在 2000 年左右集体关闭),在我看来,社区基本上不活跃且支离破碎。 一些 tba 文档的摘录很好地总结了这一点:
无论如何,我对成功没有抱太大希望,但这是我会发现有趣的事情,改进我的代码,并使我在未来的许多年里保持忙碌:D
After extensive research I've decided to go with a tba code base. I may elaborate later but very broadly
Anyways muds are truly a labour of love and you have to have a few screws loose if you plan to run one. Moreover the glory days have passed (it seems like there many muds shut down en masse around 2000) and in my opinion the community is largely inactive and fragmented. An exerpt from from some of the tba docs sums this up nicely:
Anyways I don't have any high hopes for success, but this is something I will find interesting, improve my code-fu and will keep me busy for many years to come :D
没有活跃的 ROM 开发者邮件列表,因此 tba 绝对是更好的选择。 RaM 项目做了一些清理 ROM 的工作。
《死魂灵》也看到了积极的开发(主要开发人员在我眼中是一位英雄,因为他所做的工作量很大)。
我不会推荐 MUCK,因为用户群相当小。 然而,这并不是说没有做好工作——在 wora.netlosers.com 论坛的代码子论坛上查找用户 Valente,因为他可能是目前最重要的 MUCK 开发人员之一。
然而,如果您认为 ROM 很复杂,我应该提醒您,除了熟悉 mud 服务器之外,不要出于任何目的而处理已建立的/canon 代码库。 对于实际开发,您可能最好使用准系统代码库,例如 NakedMUD (C/Python),甚至比 Socketmud(多种语言的端口)更精简的代码库。
当然,您可以查看数十台泥浆服务器; 一切都将以某种方式具有教育意义,但在开始阶段,什么是好的实践,什么不是,并不明显。 你可能想查找ColdC(类似于LP)和TeensyMUD(Ruby)来学习。 Teensy 的作者 Jon Lambert 在 http://sourcery.dyndns.org/。
不过,您会在 MudBytes 找到经验丰富的 ROM 和 tba(即 Circle)开发人员,我会赞同 Sam 的说法,这是目前最活跃的 mud 开发人员网站。 这有点令人惊讶,但去年 MB 的活动显着增长。 我认为人们可以说是从人群中涌入并聚集在MB。 MB 也有一个规模很大的代码存储库。
您的其他选择是您已经知道的 The Mudconnector、Top Mud Sites 和 Mudlab,前者的人群较少,主要是开发人员(通常是成熟且长期运行的 mud),后者安静得多,但通常具有良好的信噪比。 MudGamers 是一个有趣的新网站,拥有一个相当安静的论坛,但却是一种创建更具现代感的泥浆游戏门户的新方法。
不容忽视的是旧的 mud-dev 邮件列表的存档。 那里有大量的信息可供收集。 原始存档可以在 muddev.wishes.net/ 找到。 Richard Tew 还在梳理旧的 usenet 档案以查找有价值的 mud 开发相关线程方面做了一些崇高的工作,您可以通过他的 mud 标签在 posts-stuff.blogspot.com/search/label/mud 找到这些线索。
我应该指出,许多 muds 使用 IMC 聊天网络来链接 muds(MB 在其网站的首页上也有一个门户网站)。 一旦你的 mud 运行起来,如果你需要实时聊天来解决问题,那么进入 IMC 会很有用(当然,有很多 IMC 渠道,你需要谨慎选择使用哪一个) 。
尽管当今的泥浆充其量只是小众,最坏的情况是闻所未闻,但开发中并不缺乏新的泥浆。 与同等大小或复杂性的任何图形游戏不同,它们提供了独立开发人员仍然可以应对的设计和编程挑战。
此外,如果您感觉永远不会发布可玩的游戏,您也不应该灰心。 与许多大型项目一样,您可能会多次启动和放弃它,但您将在广泛的编程技能和应用程序方面建立熟练程度——没有多少项目允许您采用这样的整体系统方法。 祝你好运!
There is no active ROM developer mailing list, so tba definitely is a better choice. There was some effort to clean up ROM with the RaM project.
Dead Souls sees active development as well (the main dev is a hero in my eyes for the amount of work he produces).
I would not recommend MUCK as the userbase is rather small. However that is not to say there isn't good work being done -- look up the user Valente on the code subforum of the wora.netlosers.com forum, as he's probably one of the foremost MUCK developers at the moment.
However if you thought that ROM was complicated I should caution you about tackling an established/canon codebase for any purpose other than getting a familiarity with mud servers. For actual development you may be better off with a barebones codebase such as NakedMUD (C/Python) or even something slimmer than that such as Socketmud (ports in many languages).
There are of course dozens of mud servers you can look at; all will be educational in some manner, but in the beginning stages it won't be obvious what is good practice and what is not. You may want to look up ColdC (similar to LP) and TeensyMUD (Ruby) to study. The author of Teensy, Jon Lambert, has a useful developer site up at http://sourcery.dyndns.org/.
However you'll find very experienced ROM and tba (i.e., Circle) developers at MudBytes, and I'll second Sam to say that is the most active mud developer site currently. It's a little surprising but in the last year there has been a significant growth in activity at MB. I think people are coming in from the fold so to speak and gathering at MB. There also is a good-sized code repository at MB as well.
Your other options are The Mudconnector which you already know, Top Mud Sites which has a somewhat smaller crowd of mostly developers (typically of established and long-running muds), and Mudlab, which is much quieter but usually with a good signal to noise ratio. MudGamers is an interesting new site with a fairly quiet forum, but a new approach to creating a more contemporary-looking portal for playing muds.
Not to be overlooked is the archive for the old mud-dev mailing list. There is a staggering amount of information to be gleaned there. The raw archive can be found at muddev.wishes.net/. Richard Tew also has done some noble work in combing through old usenet archives to find valuable mud development related threads, which you can find through his mud tag at posted-stuff.blogspot.com/search/label/mud.
I should note that many muds use the IMC chat network to link muds (MB has a portal to this as well on the front page of their site). Once your mud is running it can be useful to get on IMC if you're in need of real-time chat to fix a problem (of course, there are many IMC channels and you'll want to choose which one you use prudently).
Despite the fact that muds today are niche at best and unheard of at worst, there is no shortage of new muds in development. They offer a design and programming challenge that is still accessible to the solo developer, unlike any graphical game of equal size or complexity.
Furthermore you shouldn't be discouraged if it feels like you'll never release a playable game. Like many larger projects you may start and abandon it many times over, but you'll be building proficiencies across a wide spectrum of programming skillsets and applications -- not many projects will allow you to take such a whole systems approach. Good luck!
死魂灵 MUDlib 似乎有一个活跃的社区
http://en.wikipedia.org/wiki/ Dead_Souls_MUDlib
我是 Nightmare LPMud 的老玩家,遗憾的是它消失了。 我不太热衷于这些 MUD 的编码,但由于有这么多积极的 MUD 记忆,我一直在松散地关注这个社区。
An active community seems to be around for the Dead Souls MUDlib
http://en.wikipedia.org/wiki/Dead_Souls_MUDlib
I was an old player of Nightmare LPMud which sadly disappeared. I'm not much in for the coding of these MUDs, but I have been following this community loosely just due to so many positive MUDding memories.
看看无名的垃圾。 这是一个可靠的软件。
Take a look at Nameless MUCK. It's a solid piece of software.
首先集中精力获取或找到一个可靠的 Telnet Socket 库,这通常是 MUD 的主要协议。
接下来,创建您想要实现的功能的完整列表,您可能应该获得某种功能或错误跟踪系统设置(即使它是电子表格)。 然后根据其他系统的依赖性对功能进行优先级排序。
查看http://www.gamasutra.com,了解有关创建一般游戏、创建基本 AI 的一些架构讨论、角色系统和多人游戏。
一旦您理解了该理论,您只需进行大量编程即可构建您想要支持的所有内容。
First concentrate on getting or finding a solid Telnet Socket library going, this is generally the main protocol for a MUD.
Next, create a FULL list of features that you want to implement, you should probably get some sort of feature or bug tracking system setup (even if it is a spreadsheet). Then prioritize the features based on dependencies of other systems.
Check out http://www.gamasutra.com for some architectural discussions on creating games in general, creating basic AI, character systems, and multi-player games.
Once you understand the theory, it is just a butt load of programming to build in everything you want to support.
我会让 MUD 引擎足够抽象,以便在终端客户端、基于 Web 的 Ajax 客户端以及可能的独立客户端后面运行 - 即,不要将前端与实际的游戏逻辑联系起来。 我并不反对 MUD 实际上在文本中使用合适的字体,并在必要时使用真实的图形(如插页式广告或在公告板上做笔记看起来像笔记等),而不是代替基于文本的界面) ASCII 等。
您可能还希望将一些 MUD 脚本文件转换器转换为您自己的格式,这样您就不必花费大量时间创建区域。
我发现 MUD 的问题在于过于强调杀死 NPC,而没有太多谜题或其他有趣的方面。 因此,一个更有趣的、面向故事的(可能扩展单人或单团队使用的分片区域)引擎可能是一个不错的功能。
I'd make the MUD engine abstract enough to run behind both a terminal client, a web-based Ajax client, and maybe stand-alone clients - i.e., don't tie the front end in with the actual game logic. I'm not averse to a MUD actually using a decent font for the text, and real graphics (as interstitials or to make notes on the bulletin board look like notes, etc), not in place of the text based interface) where necessary instead of ASCII, etc.
You might also want to have some MUD script file converters into your own format, so that you don't have to spend ages creating zones.
I find the problem with MUDs is that there is too much emphasis on killing NPCs, and not many puzzles or other interesting aspects. So a more interesting, story-oriented (possibly to the extend of sharding zones for single-player or single-team use) engine could be a nice feature to have.
我将借此机会推荐 MudBytes,它可能是目前最活跃的 MUD 开发者网站。
I will take this opportunity to recommend MudBytes, which is probably the most active MUD developer site available right now.