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A SMAUG Collaboration
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SMAUG/FUSS/AFKMUD in 2022
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May 31, 2022 4:45 am
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» SmaugMuds » Codebases » SmaugFUSS » Any Smaug muds running?
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Any Smaug muds running?
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Post is unread #1 Feb 6, 2022 4:33 am   Last edited Feb 6, 2022 4:35 am by Zedethar
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Zedethar
Fledgling
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JoinedFeb 21, 2021

 
Hey guys,

I've been gone for a while and decided to check in. I've taken a few courses in C programming for the past few months to learn more. Does anyone run or know of any Smaug or Smaugfuss muds lately?
I currently am building a few areas and class/spell systems in my spare time and would like to collaborate a bit!

Hope all is well with everyone!

Thanks

Post is unread #2 Feb 6, 2022 5:35 pm   
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InfiniteAxis
Off the Edge of the Map
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JoinedMar 21, 2006

 
I mean, I still have mine that I toy with on occasion, but I wouldn't really say it's "running." I launch it from time to time to tinker. But most of the time, my college coursework, and my work as a java developer eat up most of my time, and what free time I do end up with is not usually dedicated to any one thing anymore.

Post is unread #3 Feb 23, 2022 4:22 am   
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GatewaySysop
Conjurer
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JoinedMar 7, 2005

 
I'm still running mine, off and on, mostly for stability testing. Longest I had it up was around 130 days or something without a reboot, so that was pretty decent. Only had to take it down because I made code updates, but that should give you an idea how off-and-on sometimes goes. Life gets in the way! :grinning:

I do like tinkering with area building, but I've had more fun tweaking the "little things" that make the MUD feel more immersive, at least for me as a player-turned-developer. Things like whether or not the weather impacts you in any meaningful way, while flying or moving about, suffering from extreme heat/cold, etc. Changing the flow of combat to make it more fluid with out-of-turn strikes (blocking and countering) instead of just the "I hit you, you hit me" over and over. Making thrown weapon support actually work. Making it so that corpses underwater don't have "flies buzzing around them" and instead have barnacles growing on them, etc. One of my favorite pet projects was making it so that mobiles hunting another character would be far more ruthless. Kick down doors, locate hidden exits, track you through portals, across different areas, and most importantly, be undeterred by anyone that attacks them on their way to get their original target (i.e. once they kill their attackers, they resume the hunt).

I've made countless changes along those lines, and I find it immensely fulfilling when I find ways to add more depth and unexpected nuance to my little world. I find that far too often, this aspect of world building gets overlooked in favor of flash and feature stacking, quantity over quality. It's great if someone's got 25 classes, 30 races and hundreds of spells and 90 areas, but for me personally, all of that falls flat if I can't pick up a sword on the ground because it's level is higher than mine, or the MUD tells me I can't walk into a new area because my level isn't high enough. Or the combat tells me that my opponent's "arm is sliced off" when I'm beating them with a hammer or a staff or my bare hands. Stuff that flat out makes no sense just ruins the experience for me.




Post is unread #4 Feb 27, 2022 4:57 pm   
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Samson
Black Hand
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JoinedJan 1, 2002

 
I had mine back up briefly a couple of years back and some interested parties who had never played a MUD before thought it was cool but they lost interest pretty quickly and eventually we shut the thing back down again.

It did lead to a slew of bug fixing in the codebase though. Weird errors we didn't even remember being problems back in the day. Funny how that seems to work.

Post is unread #5 Mar 5, 2022 1:32 pm   
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Matteo2303
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JoinedAug 25, 2003

 
GatewaySysop said:


I've made countless changes along those lines, and I find it immensely fulfilling when I find ways to add more depth and unexpected nuance to my little world. I find that far too often, this aspect of world building gets overlooked in favor of flash and feature stacking, quantity over quality. It's great if someone's got 25 classes, 30 races and hundreds of spells and 90 areas, ...


How not to share your opinion: I absolutely agree.

My old smaug 1.4a is still online anyway and I still do something every now and then.

Post is unread #6 Apr 20, 2022 6:33 am   
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Osien
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JoinedMay 30, 2021

 
I would love to have my game up and running, but I've run into a dead end figuring out how to compile and run it since changes were made to Cygwin in recent months/years. I'll create a separate post on this topic.

Post is unread #7 May 31, 2022 4:45 am   
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Zedethar
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JoinedFeb 21, 2021

 
I personally love building areas and dabbling with mobprogs. I also like class/spell design but I am afraid that is my weakest skill towards operating a mud. I cannot for the life figure out how to add multiclass system. I can somewhat implement classes, spells but I believe the spells aren't fine-tuned to perfection as they should be!

I'm glad people are out there trying to work on muds today. I believe they still hold some appreciation towards the entire age of MMO gaming. I've played many games, but theres nothing quite like reading an entire game and becoming immersed in it from feeling like your own race/class or delving into some uncharted area. There's just a great feeling behind the concept of muds, especially from a multiplayer interaction. Partying and PVPing all have a great feel to it.

I may either keep trying to build on my own or eventually seek a mud in need of help. New people just don't know the quality and excitement being in a mud, but if they kept playing they would easily become hooked. It just has to be populated and thriving. Think of it as a vehicle with almost no gas :) most people don't want to ride because they think it will run out soon..

Zed

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