Deep in the MUD

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A few days ago one of my D&D buddies linked me to this site and asked me if I’d be willing to help him out setting up this codebase. The next day I took about 15 minutes of time out of my day, looked up my own hosting plan to see if I could access the server via SSH — I can’t. I then sent the source code over to my Mac, compiled it and had things up and running.

All in all it was pretty easy to handle — Creating my character in the MUD and then promoting him to administrator was more of a hassle than getting the MUD source code compiled and the networking issues resolved. Unfortunately my Mac’s not really appropriate (at this point in time) for handling this sort of thing, but in the future I’ll probably look into getting myself a static IP if possible, or dealing with the other various ways to use a local machine for hosting.

One of the first things I notice is that I don’t really care for this MUD codebase, and if I choose to pursue this MUD project any further myself, I will want something a bit simpler. The Dawn of Time codebase comes with a set of support files with thousands of rooms, races, classes, and all those other things that, while good to have, are a lot of baggage if you’re planning on doing something substantially different. Getting a MUD up and going has been one of my goals for a long time, so I see this as a good, if largely symbolic, step.

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