I'm building a MUD in Go right now, so this is pretty timely. Really creative take on the genre!
Cool! What kind of MUD, if you don't me asking?
Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
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Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
#22I'm building a MUD in Go right now, so this is pretty timely. Really creative take on the genre!
I was literally JUST thinking about doing this today! Although I was thinking I would only do the actual core (connection handling, database, etc) in Go, and do much of the actual game programming in Lua so that players could extend the game.
I definitely need some scripting ability. For example, it would be nice if I could script mobs to perform certain actions during quests, something that I'd have to hard-code in Go right now.
Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
#23What twisted mind thought of this?!
If you want twisted, I can't help but think of Doom as a Process Management Tool (2001) [1]. [1] https://www.cs.unm.edu/~dlchao/flake/doom/chi/chi.html
Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
#24Earlier quoted context omitted.
I was literally JUST thinking about doing this today! Although I was thinking I would only do the actual core (connection handling, database, etc) in Go, and do much of the actual game programming in Lua so that players could extend the game.
That's a good idea! I'm not even remotely sure how to do that. I tackled this project as a way to really dig in and learn Go, and I'm still working my way through it. I'm slowly learning more idiomatic ways of writing Go, but I'm not even sure how I'd go about extending the game with Lua or anything else. Got any resources on that kind of thing, or could you give a high-level description of how that might work, so I…
Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
#25Reminds me of a cross between Zork Shell ( not zsh): https://groups.google.com/forum/#!topic/alt.folklore.compute... And a game called "Virus!" on the Amiga in the early 1990's, which I haven't been able to track down.
Here is Virus for the Amiga. https://david.gloveraoki.net/f/Virus.adf.gz But it bears little resemblance to this game, so I wonder if you are thinking of something else. PS. I self-hosted this file, but what's the go-to service for flinging arbitrary files across the internet these days?
I agree the gameplay is different, but the idea of working through your filesystem is what made me think of it.
Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
#26Earlier quoted context omitted.
Cool! What kind of MUD, if you don't me asking?
It's a Merc/Diku inspired version. The codebase is written in Go, and the data is stored in JSON files. I'll open source it, eventually. It's feature-complete, I just need to get some bare-bones data in there (like starting areas, items, mobs, etc). Maybe in another month or two. :)
Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
#27Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
#28Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
#29When I was back in elementary school, a friend thought up this brilliant idea that we called "foldermazes", which were basically choose your own adventure games, but the way you chose your adventure was by selecting which folder to go down. I was and still am fascinated by just how brilliant of an idea it was! Of course there were problems. One that I recall was that I didn't want to have to maintain k^n separate bra…
You could always merge storylines later on by symlinking them to the same place!
(Maybe not on Windows).
Re: Dungeonfs: A FUSE filesystem and dungeon crawling adventure game engine
#30When I was back in elementary school, a friend thought up this brilliant idea that we called "foldermazes", which were basically choose your own adventure games, but the way you chose your adventure was by selecting which folder to go down. I was and still am fascinated by just how brilliant of an idea it was! Of course there were problems. One that I recall was that I didn't want to have to maintain k^n separate bra…
> One that I recall was that I didn't want to have to maintain k^n separate branches of story, so I'd prune off incorrect branches quickly You could always merge storylines later on by symlinking them to the same place! (Maybe not on Windows).
> (Maybe not on Windows).
Windows has "shortcuts", which should work if there is some problem with symbolic links.