Now it makes sense. I used to be a wizard in a MUD. I enjoyed coding there, as I can interact in realtime with others on the server while they play around with my code. Now I just released my first Roblox game. I enjoyed coding there, as I can interact in realtime with others on the server while they play around with my code.
> I used to be a wizard in a MUD. Not Discworld MUD[1], by any chance? [1] http://discworld.starturtle.net/lpc/
Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs
21–30 of 111 posts
Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs
#22Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs
#23It is a pity the article dismisses the whole eco system around LPMuds that much by basically only including them in that screenshot from Bartle's book. They were an interesting middle ground between the Diku-likes (think: precursors to Diablo) and the MOOs, being online programmable in an object-oriented C dialect called LPC which today lives on in e.g. the Pike programming language.
when i explored webdevelopment and discovered this webserver written in µlpc, i was elated to discover that i already knew the language from mud programming.
Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs
#24It is a pity the article dismisses the whole eco system around LPMuds that much by basically only including them in that screenshot from Bartle's book. They were an interesting middle ground between the Diku-likes (think: precursors to Diablo) and the MOOs, being online programmable in an object-oriented C dialect called LPC which today lives on in e.g. the Pike programming language.
the best part of lpc/pike is that it compiles code in units of classes. that is, each file is a class, the filename being the classname. the compiled class would then be used to instantiate objects, and here comes the kicker:
in order to add or update objects in the mud world it was necessary to compile classes at runtime without restarting the game. so when a coder made a change to an object, the game would recompile the class, replace what it had stored, and new instances of that object were created from the new class. old objects lived on until they were destroyed.
lpmuds were the ultimate example of making and testing changes to a live server in production
Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs
#25MUDs are what got me into programming. I was obsessed with them as a kid, although they were associated with DnD which was considered satanic so I had to hide them from my parents and teachers, who both forbid me from associating with DnD or MUDs. Besides playing them, I actually spent more time as a "builder" than a "coder", which was an intermediate step in the hierarchy. As a builder, I would write hundreds of roo…
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Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs
#26MUMEs attraction was that it was difficult and run with attention to details and RPG.
Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs
#27Surprised to not see the Iron Realms MUDs mentioned in the article. I've seen the CEO around here in the past, but can't remember his username or if he still posts.
Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs
#28MUDs are still thriving to this day. I work on Mudlet ( https://mudlet.org ) which is a popular FOSS client to play them with.
Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs
#29I maintained Scepter of Goth, but because it's no longer available it's now often forgotten. I'm very happy to see it included.
I think one of the key tricks and Scepter of Goth was the follow command. As a text adventure, you could say "follow X" and from then on, whenever X moved then you would move with X. That was a key trick to making it easy to create parties so they could go adventuring.