This webpage is an attempt at a central catalog of new and original codebases of the MUD world. I will try to take a look at the projects every 6 months or so, and appropriately update the "last updated" information. This was last done in January 2006.
If you want to submit new information to this list, either as project author or just interested party, email me and be sure to include as much of the following information as possible:
Your project should at minimum have a web page with a large amount of design information if no source is available yet. Otherwise there must be a way to download the source code directly (no registration). No more Diku-derivatives, please.
If you are interested in even smaller code bases (which aren't necessarily ordinary or basic!) take a look at the 16K competition results.
|AMC:SW-ERP||Windows, UNIX||Python, TCL||Being designed|
|Aedon||UNIX||Python||Under (slow) development|
|Bluemud||Java||Java/Jython (may change)||Under development|
|Break of Dawn||Java||Java||Early development|
|C MUD||UNIX, Windows||C, MySQL||Late development|
|CVagrant||UNIX||C||Abandoned (author working on a new C++ version)|
|CoffeeMud||Java (JDK 1.4+)||Java||Available and working|
|Crimson2799AD||UNIX, Windows||C||Playable and stable|
|Diabolically Uncrashable MUD Builder||Java||Java(server), LISP dialect(mudlib)||No longer in active development, but maintained|
|Dusk||All Java 1.4+||Java||Beta|
|Forsaken MUD||UNIX||C||Under development|
|LexiMUD||UNIX and MacOS||C++||Available and working but unsupported|
|Lune MUD Server||Linux and Win32||Lua||Early development, but playable.|
|MUD++||UNIX and Windows||C++||Abandoned|
|Maeveen MUD||Windows||Visual Basic 6.0||Basic MUD server code (sockets and I/O) near completion.|
|Mica||UNIX, Windows||C++, custom OO scripting language||Alpha released|
|Moebius||UNIX||Python||Functioning, undergoing heavy development work. Code available.|
|Momoko||Any Java-capable||Java, Python||Under development, source available|
|Muq||UNIX||C||Starting Beta release|
|NakedMud||UNIX, Mac OS X||C, Python for scripting||Available and working|
|Oneiro||Any Java-capable||Java||Under development, code available|
|Paladin MUD||UNIX (Linux-tested)||C++ / Script Language (not decided yet)||Under development|
|PoeMUD||Any Perl-capable||Perl||Early development|
|RPMUD||Windows||Visual Basic 6 with MSXML 4 parser||Available and working|
|ResortMud||UNIX, Windows||C||Under development|
|RogueMUD||UNIX||C++||Available and working|
|ScryMUD||UNIX||C++||Open to the public, in active development|
|Shattered Worlds||Windows||Visual Basic||Playable, but under development|
|Sword Quest||UNIX||C||No current development, but is used as a base for other projects|
|TAMS||UNIX, Windows||C++, MySQL, XML||Early development|
|The Gladiator Pits||UNIX||C||Developed and released|
|The Grendel Project||Windows, Linux||Delphi/Kylix||Rapidly stabilizing beta|
|TigerMUD||Windows, UNIX||C#||In development|
|WolfMUD - World of Living Fantasy||Any Java-Capable||Java||Alpha (stable engine + world builder)|
|WolfShadeMud||UNIX,Windows||C++||Under development, source available|
|Principal Authors:||George Noel , Ed Boraas and Kelly Gerke.|
|Timeline:||Started June 1998. Last updated May 2002.|
Written in C++ with an OO design, designed to provide utmost flexibility for the designer to create complex worlds (not 50,000 worthless locations but 5000 highly detailed locations/mobiles/items). Fully functional builder port, online interpreted specials code, flexible levels/quest/profession track system to allow the game owners to set up any world they can imagine. For the most part, if you can think it up, this codebase can probably facilitate it.
|Principal Authors:||Owen Varley (Nekekami).|
|Timeline:||Started May 2005, updated Jan 2006|
AMC is an attempt to refresh the world of both Star Wars MUDs and other Space Based games. The Team for the Project consists of 35 members from across the globe with varied backgrounds in both MUDs and general Game Design. The aim is to produce a highly detailed, yet exciting and addictive game for the players whilst minimising the need for Staff Control. The Project includes everything from Fast based Space battles to hand-to-hand combat on the ground, as well as maximising the involvement of players in the game by allowing them to run Factions, Manage Planets, Organise Spaceship Battlegroups and Command Squads of NPC Troops.
|Principal Authors:||Federico Di Gregorio.|
|Status:||Under (slow) development|
|Timeline:||Started January 2000, last updated April 2001|
The Aedon MUD server is a test bed implementationon of what we (me and some other guys that don't have time to write code but much time to discuss ideas about mudding) think would be a nice server for both players and developers. Aedon supports (or will support) global and local commands, online building, rules, stacked parsers and more. Development is characterized by long sleeps interrupted by bursts of activity leading to the implementation of some new feature discussed the night before. Aedon is *not ready* for a production environment running a real MUD.
|Principal Authors:||Sean Middleditch.|
|Timeline:||Started March of 2000, last updated November 2005|
AweMUD is a MUD that focuses on flexibility of world design. The system will allow full customization of nearly everything, with only the barest of rules (combat, basic spell systems, etc.) hard-coded into the game.
|Principal Authors:||Neil Rotstan and Will Guaraldi.|
|Timeline:||Started January 2001, last update October 2001|
|Technology:||Java/Jython (may change)|
Bluemud is a project to architect and build a mud server and driver. We
have several main goals while doing this. The first is to implement the
server and driver in Java using Jython, and extend the ideas from the
Varium project to create a solid mud server that is both easy to maintain
and gives the in-game developers a lot of freedom for creativity allowing
them to create a rich world environment. We're going to code the driver
and server components in Java taking advantage of Java security and strong
typing. This allows folks to do in-game World development in Python in a
safe and controlled manner.
The second goal is to produce a server and mudlib package that folks can install on their system and have a basic mud up and running in ten or fifteen minutes. We're using Jython which is a complete Python interpreter written in Java. Because of this Bluemud will run on any system with Jython and the JSDK or JRE installed. Bluemud is very portable (we're already running it on several environments from Linux to Windows) and should work fine on many platforms.
We're not looking for contributors yet. We might rethink this after our alpha release.
We hit a snag with code-level security which we are researching. This may cause a partial rearchitecture of the underlying code-base.
We are not yet running a mud on top of the bluemud code-base. When we release our alpha (we're thinking 2 months--pending when we fix our snag), we'll have an online tavern up and running.
Up-to-date status information is available on the web-site at: http://bluemud.sourceforge.net/
|Principal Authors:||Jeremy Akers.|
|Timeline:||Started around ultimo 2000|
|Technology:||Java . MySQL|
The Break of Dawn Java codebase was originally meant to be a
Diku->ROM clone written in Java, but as it was developed many
new ideas have been taking shape. We are still trying to stay
true to our MUD roots, but we're trying to make the user
interface as friendly as possible. So far, it features
multi-threading, crash protection (Each player runs in their own
thread, and all exceptions from commands are caught before
causing their thread to crash.), dynamic editing of everything,
including the master command list, the score sheet (wrote a
formatting language to display stats), look command, etc. The
latest feature to be added is command line editing and history.
You can connect using regular telnet, and use the arrow keys to
go back and edit the current command, or use the UP/DOWN arrows
to browse your command history.
I currently am the only active developer, and it's a lot of work for one person. I'm seeking experienced Java coders who would like to help out.
|Principal Authors:||Michael Morrison and Jason Wallace.|
|Timeline:||Started April 2000 in the 16k competition, last updated February 2004|
|License:||GPL. Source on request only.|
ACM is written in C, and uses MySQL to store all data for the mud. However, all objects, creatures, rooms, etc are still loaded into memory; this is not a DB-driven mud. MySQL is only used for saving data. While ACM is a custom base, areas for MERC can be converted to MySQL into usable areas. The MUD itself is meant for developers, and will be free of combat systems, magic systems, classes, levels, affects, so that it will be an actual codeBASE for MUDs of any genre or design. The theme behind the design of the code was ease of use for builders and coders alike. Therefore, the functions are very powerful and cut down on repetitive code.
|Principal Authors:||Jonathan "Koryon" Lemon.|
|Status:||Abandoned (author working on a new C++ version)|
|Timeline:||Started in December 2000, began re-writing in C++ in January 2001|
|License:||Unrestricted use (just copyright notice in source)|
A very simple codebase started in C. It supports connections, and has minimal and functional versions of "say", "who", "halt", and "quit" commands. Just around 1000 lines, it's perfect for a person wanting to develop thier own codebase without restriction and with 90% of networking code already taken care of.
|Principal Authors:||Even Cortens , Gregor Moody , Josh Herbst , Peter Keeler , Heather Dunn and Anthony Haslage.|
|Timeline:||Started May 1997, last updated November 2004|
|License:||MERC, Diku, Smaug, ACK, Circle and ResortMUD|
Calarey is a level-less and class-less system meant for serious, adult role players. Experience is still needed to gain skills to help players survive. It is a fork off ResortMUD.
|Principal Authors:||Patrik Opacic.|
|Timeline:||Started September 2001, updated May 2002|
Calypso is a MUD (multi-user dungeon) codebase written in C/C++. The goal is to
provide the mudding community with a codebase capable of change and to adjust
readily to different ideas. The motive is to improve a somewhat stale climate
in which many of the muds today have to flourish in.
The more prominent aspects of the codebase are 1. being free from external control or constraint from in-game elements, 2. being generic with no tendency to lean toward a specific type of game-play. Its dynamic design promotes the sharing of in-game elements and rules. The result should be a codebase that is easy, for an administrator, to create a fun role-play environment with.
|Principal Authors:||Bo Zimmerman.|
|Status:||Available and working|
|Timeline:||Started September 2000, last May updated 2005|
|Platforms:||Java (JDK 1.4+)|
A fresh, stable, full featured fantasy MUD codebase with a classic look and feel. Includes a Web-based GUI Areas designer and an internal Web Server. Features include everything observed in DikuMUD plus dozens of classes, and over 1000 spells, chants, prayers, songs, skills, and abilities. CoffeMUD can import and use the area files from ROM, CircleMUD, Diku, Crimson, and others. ANSI support, plus tons of traps, pits, mazes, and zone types. MOBs that can fly, fall, speak, learn, climb, spellcast, follow, and stalk. There are languages, professional skills, storms, resources and more.
|Status:||Playable and stable|
|Timeline:||Started January 1995, source released in January 2000|
|License:||Free for personal, non-commercial use|
Offline grid-based .wld file layout tool. With it you can create the
layouts for complete areas in minutes.(src included)
Integral online custom Win32 GUI editing client. Full ability to browse and edit every mob/obj/wld/reset etc table in the game, with full security of course. (src included)
100% from scratch code base, strict package prefixing naming scheme. Integral ANSI-color (lots of it, user configurable), built in Hint system to help new players.
All data files are text based to help with easy maintenance. All area files are diku compatible, adding areas is particularly easy, the server will even renumber them on the fly when it loads them (if its necessary)
Full C-like scripting language, complete with security so that you cant bring the mud down. Allows the ability to code custom behavior (easily) for any mob, obj, wld, reset, or area.
Full online command line based editing.
Complete documentation on C4 scripting language.
Unique race/class system, every combination is different.
|Principal Authors:||Adam Berger.|
|Status:||No longer in active development, but maintained|
|Timeline:||Updated November 2000|
|Technology:||Java(server), LISP dialect(mudlib)|
DUMB MUD implements a Lisp dialect which is specialized
to allow the construction of multi-user environments.
Although no environment written in this language has
reached the development stage, the tools for doing so
are actively maintained, and guidance is available for
the interested hacker. No extensive knowledge of Java
is needed for building a world.
It will be useful to have previous experience with some type of network programming, and possibly with Common Lisp or Scheme, but it should certainly be possible to begin using DUMB MUD just based on the example code provided.
|Principal Authors:||Tom Weingarten.|
|Timeline:||Started May 2000, last updated June 2005|
|Platforms:||All Java 1.4+|
A graphical RPG. Focus is on extensibility and ease of use. Open source and free, anyone is welcome to start their own world or edit the code at wish, although it is unlikely that much editing would be necessary for the average user thanks to a scripting language and other features.
|Principal Authors:||Andrew Farmer.|
|Timeline:||Started around November 2000|
Based on the 16k submission "Tank Mage
Deathmatch". Slowly evolving to be something more.
|Principal Authors:||Michael Granger.|
|Timeline:||Started in 1995, constant (albeit slow) development, last updated January 2006|
|License:||Aristic or GPL|
|Technology:||Ruby/C . MySQL / PostgreSQL / BerkelyDB optional|
The FaerieMUD project aims to create a game that provides an even balance of
role-playing and action, with an emphasis on storytelling, believable
characters, a rich, detailed, and fully interactive environment, and a design
that focuses on maintaining the suspension of disbelief throughout the game.
The project is divided into two separate codebases -- an Open Source game engine called MUES (Multi-User Environment Server) written in Ruby and C, and a world hosted on that engine. The engine does not assume any particular game design, but will provide such things as socket IO and database abstraction layers, a game object metaclass library, a distributed services (middleware) framework, an event scheduler and dispatcher, natural language parsing services, and an extendible player shell.
|Principal Authors:||Chris Jacobson.|
|Status:||Available and working but unsupported|
|Timeline:||Started in 1997, released in 1999|
|License:||Diku, Circle, Lexi|
|Platforms:||UNIX and MacOS|
Description: An early version of the codebase for Aliens vs Predator: The MUD, from about 7 years ago. This is a science fiction MUD codebase built for race-wars style no-penalty Player-Killing, and regular mob-killing play. It is a fully functional codebase with DG-Script derived script engine and IMC support. It should compile and run out of the box, but no support is provided in getting it working. Aliens vs Predator: The MUD is still open, although the codebase has evolved much over the last 7 years from what this snapshot represents.
|Principal Authors:||Jason Clow.|
|Status:||Early development, but playable.|
|Timeline:||Started in September 2000. Last updated December 2002|
|Platforms:||Linux and Win32|
A MUD codebase written in Lua, using some object-oriented techniques. Was originally a multithreaded C++ codebase that used Lua to handle data files, but in September, I decided to rewrite the whole thing in pure Lua. The MUD itself is very Diku-esque, small, and flexible. In most places of the code, performance was sacrificed for simplicity. It has also been influenced very heavily by CircleMUD, GodWars, and Final Fantasy III, V, and Tactics. Intended to be mostly a hack & slash MUD, but I plan to add some things that will make it more RP-ish.
|Principal Authors:||Melvin "Fusion" Smith and Artur 'Revinor' Biesiadowski.|
|Timeline:||First release August 1996, last release December 1997|
|Technology:||C++ . Bytecompiled language, remote building via editor|
|Platforms:||UNIX and Windows|
A codebase started from scratch to take advantage of C++ object-oriented programming. MUD++ includes a complete String and Socket classes and has adjusted over time to include a byte-code compiled scripting language. While not finished (or even developed), it is quite a lofty design that would be very clean when finished.
|Principal Authors:||Tomas Augustinovic.|
|Status:||Basic MUD server code (sockets and I/O) near completion.|
|Timeline:||In development since late 2000|
|License:||Not decided, currently free.|
|Technology:||Visual Basic 6.0 . Access 2000 Database|
MaeveenMUD will offer admins the unique feature of creating custom commandlib's. All that is required is some knowledge in Visual Basic/C++ and ActiveX. Admins now don't have to dig into the mud server source code to add commands and features. They can simply start a new activex dll project and link the maeveenmud programming API to it. Then they have access to the maeveenmud structure and can code custom commands etc.
|Principal Authors:||Ryan Daum.|
|Timeline:||Started May 2000, updated March 2003|
|Technology:||C++, custom OO scripting language|
Mica is a persistent, object oriented virtual machine / interpreter which
can be used for building multiuser, multiprogrammer, multiagent
applications. In this sense it is a little like MOO, ColdMUD, CoolMUD,
etc. -- that is, the driver itself defines almost no behaviour, and the
"world" is programmed in-db using the Mica scripting language.
Unlike MOO, however, the driver is fully "disk-based", and the Mica scripting language has multiple prototype inheritance, mix-ins/object composites, tighter object encapsulation, private lightweight "objects-as-values" in addition to global ("published") objects-as-references, anonymous lambda expressions, exceptions, scatter assignment, and much much more.
|Status:||Functioning, undergoing heavy development work. Code available.|
|Timeline:||This incarnation started December 1999, last updated Novemeber 2000|
|License:||Will probably be GPL|
|Technology:||Python . MySQL backend|
Moebius is an attempt to write a base engine which is completely vanilla - in theory, it should support everything from simple talkers through to the most complex of mud-worlds (with potential support for "roomless" 3D environs as well). It's pure python, with a (currently) MySQL backend. All data and most code is database-stored rather than file-stored - that removes any 'load/save' issues, and allows for on-the-fly changes to the game. It's currently running a demo copy at mud.bofh.net.au:5000, and is looking for people interested in developing either the base code, or interesting worlds.
|Principal Authors:||Brandon Wiley.|
|Status:||Under development, source available|
|Timeline:||Started October 1997, development ongoing as of December 1999|
|License:||GPL, other license negotiable|
|Technology:||Java, Python . Uses Java and Python as embedded languages. Modular database backends.|
The goal of Momoko is to develop a multi-user environment for developing multi-user environments. Everything should be modular and portable. Everything should be editable from inside the MUD. Any protocol (telnet, FTP, HTTP, IRC, SMTP) or database backend (flat-file, filesystem, SQL) should be able to be used. Any language should be able to be used for scripting (Java, Python, Scheme, C), not just a special toy language. Momoko is designed to be modular enough to do anything. It is a response to the problems the author noticed in attempting to extend MOO to do things it was not designed for, such as distributed objects and integrating protocols such as HTTP and IRC. Momoko is suitable not just for standard text-based MUDs, but any kind of multi-user application, such as IRC servers, web-based community forums, and graphical multi-user games.
|Principal Authors:||Cynbe ru Taren.|
|Status:||Starting Beta release|
|Timeline:||Developmented started in 1992, first beta in December 1999|
|License:||LGPL-like license for non-commercial usage, small fee for commercial|
|Technology:||C . Multiple embedded languages|
Muq is positioned as a completely incompatible successor to MOO and
tinyMUCK, pushing the envelope in the areas of better programmability,
persistence, state factoring, garbage collection, time and space
efficiency, security, distributed operation, reliability and
Focus is on scalable construction of distributed worlds via anarchic federation, and on maximizing the space of creative contributions available to unprivileged users. The intent of Muq is to provide the tools enabling and catalysing creation of a new generation of online applications and communities -- not on being yet another clone of existing servers aimed at building more clones of existing games and worlds.
|Principal Authors:||Geoff Hollis.|
|Status:||Available and working|
|Timeline:||Started July 2004, last updated December 2005|
|Technology:||C, Python for scripting|
|Platforms:||UNIX, Mac OS X|
NakedMud is built on top of SocketMud, by Brian Graversen. It aims to provide a rich set of utilities to aid the development of new ideas for muds. It comes with no stock combat, magic, skills, or other major parts of muds. NakedMud leaves these important design decisions to you, so your mud can be exactly how you want it to be.
|Principal Authors:||Markus Martensson.|
|Status:||Under development, code available|
|Timeline:||Started in March 1998, last stable release August 2001.|
|Principal Authors:||Ken Tossell.|
|Timeline:||Started September 2002, updated continuously|
OpenMUD is an open-source clone of the popular ROM codebase. Goals include engineering a UI of a comparable level, and providing for easy expandability in a modular format. Many interfaces are planned for OpenMUD, including the standard telnet-style and http connections. OpenMUD will use MySQL and possibly XML for data st orage, and online building will be the standard method. The main sources of code and fixes for OpenMUD will be the core authors and the userbase at large. A wide range of developers will be able to identify problems and write new code very effectively and quickly.
|Principal Authors:||Mikhail Yu. Fursov.|
|Timeline:||Started August 2002, last updated July 2004|
|Technology:||Java . Self-written transactional persistence engine|
PAiN Mud codebase is a new MUD codebase written in Java. It provides general purpose persistence engine (PAiN DB) and ability of dynamic code reloading.
|Principal Authors:||Kevin Killingsworth.|
|Timeline:||Started July 2000, currently reconstructing datamodel|
|Technology:||C++ / Script Language (not decided yet)|
The Paladin MUD Codebase endeavors to provide a theme-free codebase which
can be almost completely customized by changing the script language. Also,
the Paladin MUD paradigm includes providing a "persistent-state" environment
where there are no "zone resets" or "reboots" required (e.g. if you leave a
sword on the ground in a room, it will still be there tomorrow unless
something happens to it.)
Status: Currently, the datamodel is being reconstructed and the code on sourceforge will compile, but not run, as we move from a completely XML database, to a mmap() immediate storage system and XML for imports/exports. If anyone would like to contribute, please email, or visit the sourceforge site and check out the forums.
|Principal Authors:||Alex Dudas and Doug Couch.|
|Timeline:||Started 1999, updated May 2004|
PoeMUD is a MUD driver written in Perl using the POE module. Designed with a
modular OOP approach, PoeMUD is highly extensible and can be turned into any
type of MU*.
PoeMUD is designed to be an open-source, generic, modular framework text MUD which allows admins to build an underlying server for their MUD worlds that is as full-featured as they need, without including unwanted features such as command sets that do not match the general "feel" desired for the game environment.
|Status:||Available and working|
|Timeline:||Built on MUD32, latest release January 2006|
|Technology:||Visual Basic 6 with MSXML 4 parser|
RPMUD is based on Jaruzel's MUD32, with additional commands, features and XML data storage. RPMUD caters for non-coders, so world-builders can use a friendly interface to populate their locations with NPCs, groups, items, traps, secret doors and obstacles. A Quests creator allows the DM to integrate Quest triggers and completers based upon player interaction, with administrative commands stored for both stages. RPMUD is a working server which uses the D20 Dungeons and Dragons rules as a model. It includes a persistent memory, ensuring consistency in a players experience of the World. For developers, the full Visual Basic 6 source code is available for modification and development. Support is provided via the website.
|Principal Authors:||Even Cortens , Gregor Moody , Josh Herbst , Peter Keeler , Michael Steigerwalt , Chris Fewtrell , Andrew Brunelle and Anthony Haslage.|
|Timeline:||Started May 1997, last updated November 2004|
|License:||MERC, Diku, Smaug, ACK, Circle and ResortMUD|
Incorporating code from 5 leading codebases, ResortMUD aims to make
itself easy for anyone to learn by using a command structure similar to
that of each of the codebases used to create it. In addition, many
functions have more then one command for those who are used to other
codebase terminology for those functions.
A short list of the more popular features includes the Oasis OLC, ability to use furniture, freekill arena, webserver, IMC2, I3 and user friendly immortal functions.
|Status:||Available and working|
|Timeline:||Started October 1999, last release February 2001|
|License:||Diku, MERC, ROM, Rogue|
Originally designed as a quick-start codebase with most popular features and
snippets implemented. Rogue development has been purely code oriented and
lacks a unique world filled with areas. No stock zones are included and is up
to the mud developer to create the world from scratch. Much of the code is
influenced by Circle and LexiMUD as well as other sources.
|Principal Authors:||Jared Devall.|
|Timeline:||Started March 10, 2004|
Scratch is a MUD that was inspired by a programmer to create a somewhat easy to use codebase in C++. At the moment, there is no game content as I'm still thinking of what I plan to do game-wise. There is a barebones version of Scratch available. The source for Scratch is available on request and the barebones version of Scratch is available from the website.
|Principal Authors:||Edward Roper (maintainer) and Ben Greer (original author).|
|Status:||Open to the public, in active development|
|Timeline:||Started 1996, updated May 2003|
|Technology:||C++ . Optional Java applet/application client|
|Principal Authors:||Jon Untied.|
|Status:||Playable, but under development|
|Timeline:||Development started in November 1999, last updated February 2001|
Description: Shattered Worlds is an attempt to create a MUD that is the most realistic as possible while being very flexible. It will allow the players to change the world within certain bounds. Skill system will be based on Dragonrealms-type system. It has a custom client and a fully functional World Editor. Our goal is to create a very good MUD that is free to play.
|Principal Authors:||Anders Hedström.|
|Timeline:||Last updated November 2004|
This is an exemple on how to use the library C++ Sockets. It has mobs that can create rooms and walk around. The player can talk and walk around. There is under 1000 lines of code.
|Principal Authors:||Brian Graversen.|
|Timeline:||Started August 2001, last updated November 2005|
SocketMud is a bareboned mud codebase written in C, its features are mainly oriented around sockets, some highlights are support for the mud client compression protocol (version 1 and 2), ANSI color support and threaded calls to gethostbyaddr_r() to avoid freezes when doing difficult DNS lookups. A very simple command interpreter allows connected players to use a few pre-made commands like say, who, quit and shutdown, but basicly it is just a bareboned codebase for people wanting to create something from scratch without thinking about sockets.
|Principal Authors:||Robert L. Peckham.|
|Status:||No current development, but is used as a base for other projects|
|Timeline:||Started somewhere in 1994, last updated in 1999|
Sword Quest is designed to be a Diku based role playing environment similar to Armageddon. (e.g., a Role-Playing Intensive (RPI) environment.)
|Principal Authors:||Devin Torres.|
|Timeline:||Started sometime in 2002, last updated January 2004|
|Technology:||C++, MySQL, XML|
TAMS is an acronym for Technologically Advanced Mud Server. The plans for TAMS include first making a stable C++ mud that extensively makes use of the STL to it's advantage. Currently, TAMS is undergoing a complete revamp of the class hierarchy to create a more abstracted interface (using inheritance from base objects) for programmers to use. Afterwards, it will incorporate a system to store the states of the world using MySQL, while XML stores large database for future access. The worlds coordinate planes will be stored using hexagonal grids to represent spatial data. At a usable stage, a Java client will access special extensions to TAMS, enabling it to provide players with such things as health information and even scores to display in formatted web tables.
|Principal Authors:||Jon A. Lambert.|
|Timeline:||Started Apr 1, 2005, Latest Mar 4, 2006|
|License:||TeensyMud Public License - MIT-like|
TeensyMUD is a mud server written in Ruby. This is startup system with much of the low-level infrastructure already in place. All you have to do is write a game for it.
Features multiplexed single-threaded network driver using Acceptor/Reactor and Observer patterns. Correct standard TELNET protocol implementation supporting NAWS, TTYPE, ECHO, SGA, and BINARY options. VTxxx, ZMP, and partial XTERM support. Fully persistent virtual world using DBM, GDBM, SDBM or YAML database back ends. Configurable object caching support and automatic persistent properties for objects. Object ownership. Event-driven system with first class game objects communicating via events. Supports room-based system currently with unlimited exits. Command based online creation or offline creation using YAML. Color and VT-100 highlighting support for builders using TML. Dynamic layered command interface. Runtime extensible commands. Trigger script programming using Boolean expressions (ala TinyMud) and FARTS language. AOP-like cuts for PRE and POST event trigger processing. Supports multiple persistent and variable timers. Regression test suite and API documentation included. Customizable class level logging support. Global configuration file support. Support forum and wiki.
|Principal Authors:||Richard Woolcock.|
|Status:||Developed and released|
|Timeline:||April 2000 (initial 16K version), 2.0a Jan 2001|
|License:||Unrestricted usage if properly credited|
Originally called "Gladiator Pits" and entered into the 16K mud competition,
this is a player-vs-player deathmatch game set in a fictional fighting arena.
Players are given a number of points which they can use to customise their
characters before engaging in one-on-one fights against other characters.
Glad 2.0 is a fairly small, bare-bones codebase containing slightly over 7000 lines of code. It contains socket code, a combat system, loading and saving of ascii player files, context-sensitive help files, and various other features. The codebase is not designed for newbie mud coders, but is ideal for those who just need a little help to get started.
|Principal Authors:||Michiel Rook and Hemko de Visser.|
|Status:||Rapidly stabilizing beta|
|Timeline:||Started in January 1998, last updated April 2004|
An attempt at creating a solid, fast, and stable MUD server codebase that runs natively on Windows and Linux. Operational features include IPv6 support, a plugin architecture, enhanced scripting, copyover, and numerous other features.
|Principal Authors:||Adam Miller et al.|
|Timeline:||Started 2004, last updated July 2005|
|License:||Source available but restricted|
TigerMUD's code is multithreaded and written in object oriented C#, using Microsoft Visual Studio.NET 2003. Alternatively, you can code TigerMUD with the free alternative Visual C# compiler named SharpDevelop. TigerMUD uses an internal Access database as a back-end data store, but uses ODBC so you can alternatively use MySQL or Microsoft SQL databases. TigerMUD reads a tiny XML configuration file and then loads all game data from the database. This startup data includes all users, items, mobs, rooms, etc. For runtime performance, TigerMUD reads all game data from RAM, but writes data changes back to RAM and the database, so in the event of a MUD shutdown the world comes back up as you left it.
|Principal Authors:||Hector Sosa, Jr. and Troy Fisher.|
|Timeline:||Started in June 1999, last updated in January 2006|
|License:||Custom Open Source|
|Technology:||vb.net . ADO (Acess, SQL Server, Interbase), XML|
Re-Inventing the Wheel perse. The development goal of WheelMUD is to push
the limits of current MUDDING technology. Current Goals include Queued
Fighting, dynamic rooms. Our Major Objectives are heavy documentation,
intuitive world design, and a GUI approach to administration.
|Principal Authors:||A. Rolfe.|
|Status:||Alpha (stable engine + world builder)|
|Timeline:||Started around April 1999, last updated April 2004|
|License:||Custom (free to use but users must release their changes)|
WolfMUD is a new codebase created from scratch and written in 100% Java. It
is intended to be very easy for anyone to use. Just download and run. There
is no need for compiles to get it up and running. Also to make things easy
there is now a prototype World Builder which provides a GUI interface for
creating complete worlds, from zones and locations to mobiles,objects and
skills. Also included are features to help groups of designers work together
(can distribute work in editable or non-editable formats). Currently tested
on Win95/98/NT, OS/2, Linux, Solaris and AS/400. Easy to setup and configure
for small networks or internet use. Also has custom client but will also
work with other Telnet clients. Still at the Alpha stage but now the World
Builder is released more work is now being done to the main game engine to
add new features.
|Principal Authors:||John Comes and Demetrius Comes.|
|Status:||Under development, source available|
|Timeline:||First public release in September 99, last release January 2001|
WolfshadeMUD strives for stability, play-ability, and addiction. We are
completely original code base, but we have strive for an original spell and
skill system. Our spell system is based on mana points like many other MUDs
but with an interesting twist. As you prepare spells your mana points
decrease when you cast them you get them back. Our skill system is set up
in tiers sort of like D&D's proficiencies. Not to mention that our race war
is four sided (Alien, Good, Evil, Neutral), and based on alignment (except
for alien) rather than race, through race plays an big part. The feel of
the mud is diku-ish but it's original code model is felt as well. We are
currently in beta testing.