Multi-user dimensions (MUDs)

For the last couple of years I’ve been on a journey to explain how video games are made. I want to show folks how to make games, so more stories are shared.

As a gaming hobbyist, understanding how games are made has always been fascinating to me, and I’ve studied each successive “generation” of development and design. As I began outlining the historical influences and patterns, I realized how much I appreciate computer text games, with or without network play.

Here is my perspective: I know how to write really well. I also know how to create pixel art, layer it, build objects to walk around it, create new sounds and music to play over it, and even a fair amount of server management for online play. I have amazing free and open source toolkits such as Godot, Love, and Tiled.

Noice! :smiling_face_with_sunglasses:

However, there is something about a text game that hits all the buttons for me (presumably on a typing keyboard! :smiley:). While writing description text for a game may be a very intensive task, it unlocks capabilities I lack with the other layers of the game experience.

Simply: the game is played in your mind, and words are the game pieces we use.

Then we get to MUDs, text-based virtual worlds where players interact with the words of the world and each other.

I find the MUD experience as compelling and interesting today as I did a couple of decades ago, perhaps especially due to the full-sensory experience modern video games produce.

It’s similar to movies based on written material; a movie is an amazing experience, yet it will never be able to replicate my internal experience of reading it.

So while modern video game design and technology remains interesting to me, I find myself drawn to exploring all aspects of MUDs, including coding and hosting one (or more)! :tada:

Quick outline of research:

  • Contemporary tools for MUDs
  • Listing of active MUDs
  • General information

Contemporary tools for MUDs

MUD engines

There are two main MUD projects I’m interested in: Evennia and Coffeemud.

Both projects are open source and provide both tons of documentation, as well as very useful helper tools.

Evennia

As someone who learned how to compile C code to get a MUD running, I appreciate Evennia on so many levels! It handles the base functionality that all text-based interfaces require, while allowing the full power of Python for mechanics.

It includes a series of contrib modules that have grown over the years to allow jump-starting a variety of game-types. That’s something I’ll review in detail.

Coffeemud

In addition to being a game engine, Coffeemud comes with a default MUD built in, with a large amount of content included. It is a hack-and-slash fantasy game, with a surprising amount of depth, and also ready to have more of anything added, with a handy web interface and everything.

I’m interested in learning more Python and thinking about how to design game elements for a text interface, and I will be studying how it is handled in Coffeemud, which has just so many systems interacting with each other!