Game Development Community

Using Torque as a MUD Server

by Rob Sandbach · in Torque Game Engine · 07/05/2008 (2:14 am) · 2 replies

Hello all,

I'm a long time fan of text games, and of course game development. I've used all of the torque tools extensively, and made countless cool prototypes but after all of the fun huge games I've planned, the idea and dream I keep coming back to is running a small, text based fantasy world. I've tried my luck with the LPC muds, Circle, ROM and all manner of other libraries but none are up to date, supported or particularly well documented. Like a few others on this forum before me, I'm interested in using a torque backend to leverage my knowledge and efficiency with torque script.

My C++ is fair, certainly not amazing. I'm more of a tinkerer than a full on "write-new-functionality" coder. However I'm more than willing to pay someone to help me out with modifying torque as required. There's two ways I can see this happening:

1) Create a torque client, and not use telnet.

2) Reprogram torque in someway to hook the telnet connections with a player object and add ANSI colour support.

Number two is probably beyond my capabilities, but I wondered if anyone could indicate the level of work involved with this. If anyone is interested in doing something like this I have some dollars to throw at the project. I've scoured the forums for information about people using Torque as MUD server but never any real progress.

Thanks for any thoughts or suggestions,

Rob

#1
07/05/2008 (4:34 am)
Replying to myself - sign of insanity?

Came across Joh V's awesome chat client which has helped ridiculous amounts! I fired it up, and managed to connect with a telnet client, interact with the server and..........even figured out how to use ANSI color codes (A minor triumph for my saturday morning that had me running around the house with joy!) I -love- figuring stuff out.

It certainly seems like through the TCPObject I can use torquescript and never have to touch C++. Perhaps later in the development certain things will be best ported to C++ for efficiency, but text games never have too many folk connected maybe 50-100. It will be interesting to see how TScript holds up to that.

My next challenge is to integrate a database resource for some persistant data saving, then I've got the joys of a torque script natural language parser to begin with.

Apologies if this sounds a bit like a .plan, I'm still looking for any advice on methods best used to tackle this sort of a project.
#2
07/09/2008 (12:44 am)
Rob - ahhh Mud's that takes me back a while although I was more into the chat ones and started off modifying the EW Too codebase.

I think using TGE to create a mud is a little overkill as you won't use 99% of what it can do and only really use the TCPObject and Torquescript. Personally I'd use a scripting language such as Python which has a lot of examples on the internet and would give you a lot more functionality than torquescript does without modifying the C++ source... .for example support of database engines, md5 algorithms (for passwords).