<?xml version='1.0' encoding="ISO-8859-1"?>
<newmud-list>
  <codebase dead='11/01/06'>
    <name tag='aedon'>Aedon</name>
    <updated>07/03/2004</updated>
    <url>http://initd.org/Software/aedon</url>
    <authors>
      <author>
        <email>fog@debian.org</email>
        <name>Federico Di Gregorio</name>
      </author>
    </authors>
    <status>Under (slow) development</status>
    <timeline>Started January 2000, last updated April 2001</timeline>
    <license>GPL</license>
    <platforms>UNIX</platforms>
    <language>Python</language>
    <description>
      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.
    </description>
  </codebase>

  <codebase>
    <name tag='aime'>AIME</name>
    <updated>07/03/2004</updated>
    <url>http://aime.sourceforge.net</url>
    <authors>
      <author>
        <email>noelg@acm.org</email>
        <name>George Noel</name>
      </author>
      <author>
        <email>ed@boraas.ca</email>
        <name>Ed Boraas</name>
      </author>
      <author>
        <email>kmg@users.sourceforge.net</email>
        <name>Kelly Gerke</name>
      </author>
    </authors>
    <status>Beta</status>
    <timeline>
      Started June 1998. Last updated May 2002.
    </timeline>
    <license>GPL</license>
    <language>C++</language>
    <platforms>UNIX</platforms>
    <description>
      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.
    </description>
  </codebase>

  <codebase>
    <name tag='awe'>AweMUD</name>
    <updated>07/03/2004</updated>
    <url>http://www.awemud.net</url>
    <authors>
      <author>
        <email>elanthis@awemud.net</email>
        <name>Sean Middleditch</name>
      </author>
    </authors>
    <status>Alpha</status>
    <timeline>Started March of 2000, last updated November 2005</timeline>
    <license>BSD</license>
    <language>C++</language>
    <platforms>UNIX</platforms>
    <description>
      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.
    </description>
  </codebase>

  <codebase>
    <name tag='crimson'>Crimson2799AD</name>
    <updated>07/03/2004</updated>
    <url>http://crimson2.hn.org/</url>
    <authors>
    </authors>
    <status>Playable and stable</status>
    <timeline>Started January 1995, source released in January 2000</timeline>
    <license>Free for personal, non-commercial use</license>
    <language>C</language>
    <platforms>UNIX, Windows</platforms>
    <description>
      Offline grid-based .wld file layout tool. With it you can create the
      layouts for complete areas in minutes.(src included)
      <break/>

      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)
      <break/>

      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.
      <break/>

      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)
      <break/>

      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.
      <break/>

      Full online command line based editing.
      <break/>

      Complete documentation on C4 scripting language.
      <break/>

      Unique race/class system, every combination is different.
      <break/>

    </description>
  </codebase>

  <codebase  dead='11/01/06'>
    <name tag='cvagrant'>CVagrant</name>
    <updated>07/03/2004</updated>
    <url>http://www.gryphonmud.com/~koryon/cvagrant.tar.gz</url>
    <authors>
      <author>
        <email>lemon@ee.unb.ca</email>
        <name>Jonathan "Koryon" Lemon</name>
      </author>
    </authors>
    <status>Abandoned (author working on a new C++ version)</status>
    <timeline>Started in December 2000, began re-writing in C++ in January 2001</timeline>
    <license> Unrestricted use (just copyright notice in source)</license>
    <language>C</language>
    <platforms>UNIX</platforms>
    <description>
      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.
    </description>
  </codebase>

  <codebase dead='11/01/06'>
    <name tag='dusk'>Dusk</name>
    <updated>07/07/2005</updated>
    <url>http://www.gmud.net/pubz/</url>
    <authors>
      <author>
        <email>captaint@home.com</email>
        <name>Tom Weingarten</name>
      </author>
    </authors>
    <status>Beta</status>
    <timeline>Started May 2000, last updated June 2005</timeline>
    <license>Open Source</license>
    <language>Java</language>
    <platforms>All Java 1.4+</platforms>
    <description>
      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.
    </description>
  </codebase>

  <codebase>
    <name tag='oneiro'>Oneiro</name>
    <updated>07/03/2004</updated>
    <url>http://www.acc.umu.se/~entity/</url>
    <authors>
      <author><name>Markus Martensson</name></author>
    </authors>
    <status>Under development, code available</status>
    <timeline>Started in March 1998, last stable release August 2001.</timeline>
    <license>GPL</license>
    <language>Java</language>
    <platforms>Any Java-capable</platforms>
    <description>

    </description>
  </codebase>

  <!--
  <codebase>
    <name tag='ed'>Eternal Darkness</name>
    <updated>17/05/2001</updated>
    <authors>
      <author>
        <email>moon@deathmoon.com</email>
        <name>Michael Steigerwalt (Kratas)</name>
      </author>
    </authors>
    <status>Early development</status>
    <timeline>Started: October 1999, Last update September 2000</timeline>
    <license>None as of current</license>
    <language>C++</language>
    <platforms>Linux</platforms>
    <description>
      I've been working on this entirely myself for almost a year now. Planning on
      making program able to have modules to be placed in the muds path and have
      them being loaded. (You don't like fight system? Write your own) Planning also
      on making the mud have levels, but where the levels really have no
      impact. More of a.. status symbol you could say. A level 870 Elven Wizard
      could lose in a fight to a level 120 Human Cleric. It will all be dependant on
      the spheres of knowledge those players chose to learn. Level specific areas
      for gaining experience will also be abolished. The more you kill a certain npc
      or player, the less experience you will learn from that npc/player. All mobs
      will vary the exp amount given only by their toughness, and a mobs strength
      will be dependant on the player its fighting, or the other mob it is fighting.
      Simply setting the mob to 40% effectiveness will allow the mob to fight at 40%
      of the opponents ability. A 100% effectivness level would basically mean the
      mob is as strong as its opponent.
    </description>
  </codebase>
  -->

  <codebase>
    <name tag='faerie'>FærieMUD</name>
    <updated>07/03/2004</updated>
    <url>http://www.FaerieMUD.org/</url>
    <authors>
      <author>
        <email>ged@FaerieMUD.org</email>
        <name>Michael Granger</name>
      </author>
    </authors>
    <status>Alpha</status>
    <timeline>Started in 1995, constant (albeit slow) development,
      last updated January 2006</timeline>
    <license>Aristic or GPL</license>
    <language>Ruby/C</language>
    <platforms>UNIX</platforms>
    <technology>MySQL / PostgreSQL / BerkelyDB optional</technology>
    <description>
      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.
      <break/>
      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.
    </description>
  </codebase>

  <!--
  <codebase>
    <name tag='fl'>FLC - Fantasy Lands Codebase</name>
    <updated>17/05/2001</updated>
    <authors>
      <author>
        <email>brebionf@club-internet.fr</email>
        <name>Brebion Flavien</name>
      </author>
    </authors>
    <status>Still in development</status>
    <timeline>Started April 1998, constantly under development</timeline>
    <license>Free for non-commercial use</license>
    <language>C/C++</language>
    <technology>OpenGL / DirectX on client side</technology>
    <platforms>UNIX/Windows</platforms>
    <description>
      FLC is an attempt to become the first public codebase for a massive 3d
      online game, like the well-known EverQuest and Asheron's Call. Fantasy Lands
      will be the first free game using the codebase. 
      <break/>
      Technology: FLC features most of the common 3d techniques (such as
      texture-mapping, dynamic lighting and shadows, reflection, transparency,
      lens-flare) in order to create a very impressive visual. All the objects
      are full 3d. 3d sound is supported, as well as hardware acceleration. In
      addition, we are testing a new technique to display exteriors formed of
      thousands of detailed objects at the same time. 
      <break/>
      Roleplay: FLC is an intensive roleplaying codebase. There are no PK
      restrictions, no levels and no classes. Permanent death is supported, as
      well as generic quests and stories. 
      <break/>
      Dynamics: FLC has an advanced physics engine to move/get/put/throw anything
      in real-time. If you can see it, you can manipulate it. In addition,
      everything is dynamic. NPCs are unique (once dead, they're gone forever).
      Players can own almost anything (from simple items to carts, ships, houses,
      castles or kingdoms). 
      <break/>
      AI: NPCs have a brain and knowledge. They communicate between themselves,
      making an advanced rumors/reputation system. They have their own feelings,
      and behave as any player. They can steal, talk, fight, trade, explore, or
      simply work and live their own life. Surprise is a dominant factor (even
      for the staff) in FLC. 
      <break/>
      Note that we are still accepting volunteers to create 3d models and
      textures. Contact <link href="mailto:brebionf@club-internet.fr">Brebion Flavien</link> 
      for more  information.
    </description>
  </codebase>
  -->

  <codebase dead='28/07/2003'>
    <name tag='forsaken'>Forsaken MUD</name>
    <updated>17/05/2001</updated>
    <url>http://thibs.menloschool.org/~andfarm/forsaken.php</url>
    <authors>
      <author>
        <email>andrew@worker.com</email>
        <name>Andrew Farmer</name>
      </author>
    </authors>
    <status>Under development</status>
    <timeline>Started around November 2000</timeline>
    <license>Public Domain</license>
    <language>C</language>
    <platforms>UNIX</platforms>
    <description>
      Based on the <link href="/16k.shtml">16k</link> submission "Tank Mage
      Deathmatch". Slowly evolving to be something more.
      <break/>
    </description>
  </codebase>

  <codebase dead='11/01/06'>
    <name tag='pits'>The Gladiator Pits</name>
    <updated>07/03/2004</updated>
    <url>http://www.kavir.org/</url>
    <authors>
      <author>
        <email>kavir@kavir.org</email>
        <name>Richard Woolcock</name>
      </author>
    </authors>
    <status>Developed and released</status>
    <timeline>April 2000 (initial @url{/16k.shtml,16K} version), 2.0a Jan 2001</timeline>
    <license>Unrestricted usage if properly credited</license>
    <language>C</language>
    <platforms>UNIX</platforms>
    <description>
      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.
      <break/>
      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.
    </description>
  </codebase>

<!--  
  <codebase>
    <name tag='gmud3d'>GMUD 3D</name>
    <updated>17/05/2001</updated>
    <authors>
      <author>
        <email>onetoe@bigfoot.com</email>
        <name>Adam Martin</name>
      </author>
    </authors>
    <status>Design / Early development</status>
    <timeline>Started 1998, last updated March 2001</timeline>
    <license>None yet</license>
    <language>Java server, C++/Java clients</language>
    <platforms>Any Java-capable</platforms>
    <description>
      Fully 3D graphical MUD. All parts modular (everything from logging in to the
      player "senses" - e.g vision, hearing, ESP etc). 
      <break/>
      Server is client agnostic - you can connect with a GeForce-powered C++ client,
      or even telnet(!) to the same game, without any problems (it just doesn't look
      as pretty). Server designed according to research papers and principles in
      concurrent systems and distributed systems.
      <break/>
      End-goal is to license as a server-engine (with test-clients) to games studios
      for development of MMORPG's, and possibly for free in limited-use
      non-commercial environments. At least one live game will be produced, and run
      online for free as a demo of the technology.
      <break/>
      Looking for a few more designers, developers, artists and
      playtesters (email me).
    </description>
  </codebase>
-->
  
  <codebase>
    <name tag='grendel'>The Grendel Project</name>
    <updated>31/03/2004</updated>
    <url>http://www.grendelproject.nl/</url>
    <authors>
      <author>
        <email>michiel@grendelproject.nl</email>
        <name>Michiel Rook</name>
      </author>
      <author>
	<email>nemesis@grendelproject.nl</email>
	<name>Hemko de Visser</name>
      </author>
    </authors>
    <status>Rapidly stabilizing beta</status>
    <timeline>Started in January 1998, last updated April 2004</timeline>
    <license>BSD</license>
    <language>Delphi/Kylix</language>
    <platforms>Windows, Linux</platforms>
    <description>

      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.

    </description>
  </codebase>

  <codebase>
    <name tag='lexi'>LexiMUD</name>
    <updated>11/10/2005</updated>
    <url>http://www.avpmud.com/files/leximud.tar.gz</url>
    <authors>
      <author>
        <email>chris@mainecoon.net</email>
        <name>Chris Jacobson</name>
      </author>
    </authors>
    <status>Available and working but unsupported</status>
    <timeline>Started in 1997, released in 1999</timeline>
    <license>Diku, Circle, Lexi</license>
    <language>C++</language>
    <platforms>UNIX and MacOS</platforms>
    <description>

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.


    </description>
  </codebase>

  <codebase>
    <name tag='lune'>Lune MUD Server</name>
    <updated>07/03/2004</updated>
    <url>http://sourceforge.net/projects/lune/</url>
    <authors>
      <author>
        <email>i8msft@kmfms.com</email>
        <name>Jason Clow</name>
      </author>
    </authors>
    <status> Early development, but playable.</status>
    <timeline>Started in September 2000. Last updated December 2002</timeline>
    <license>GPL</license>
    <language>Lua</language>
    <platforms>Linux and Win32</platforms>
    <description>
      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 &amp; slash MUD, but I plan to add some things that will make
      it more RP-ish.
    </description>
  </codebase>

  <codebase dead='28/07/2003'>
    <name tag='maeveen'>Maeveen MUD</name>
    <updated>07/03/2004</updated>
    <url>http://www.maeveen.org</url>
    <authors>
      <author>
        <email>Tomas.augustinovic@teletrade.se</email>
        <name>Tomas Augustinovic</name>
      </author>
    </authors>
    <status> Basic MUD server code (sockets and I/O) near completion.</status>
    <timeline>In development since late 2000</timeline>
    <license>Not decided, currently free.</license>
    <language>Visual Basic 6.0</language>
    <platforms>Windows</platforms>
    <technology>Access 2000 Database</technology>
    <description>
      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.
    </description>
  </codebase>

  <codebase>
    <name tag='momoko'>Momoko</name>
    <updated>07/03/2004</updated>
    <url>http://momoko.sourceforge.net/</url>
    <authors>
      <author>
        <email>blanu@uts.cc.utexas.edu</email>
        <name>Brandon Wiley</name>
      </author>
    </authors>
    <status>Under development, source available</status>
    <timeline>Started October 1997, development ongoing as of December 1999</timeline>
    <license>GPL, other license negotiable</license>
    <language>Java, Python</language>
    <platforms>Any Java-capable</platforms>
    <technology>
      Uses Java and Python as embedded languages. Modular database backends.
    </technology>
    <description>
      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.
    </description>
  </codebase>

  <codebase dead='07/03/2004'>
    <name tag='mpp'>MUD++</name>
    <updated>07/03/2004</updated>
    <url>ftp://ftp.m-l.org/pub/mud++/v0/</url>
    <authors>
      <author>
        <email>melvin.smith@mindspring.com</email>
        <name>Melvin "Fusion" Smith</name>
      </author>
      <author>
        <email>abies@pg.gda.pl</email>
        <name>Artur 'Revinor' Biesiadowski</name>
      </author>
    </authors>
    <status>Abandoned</status>
    <timeline>First release August 1996, last release December 1997</timeline>
    <license>GPL</license>
    <language>C++</language>
    <technology>
      Bytecompiled language, remote building via editor
    </technology>
    <platforms>UNIX and Windows</platforms>
    <description>
      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.
    </description>
  </codebase>

  <codebase dead='28/07/2003'>
    <name tag='moebius'>Moebius</name>
    <updated>07/03/2004</updated>
    <url>http://moebius.bofh.net.au/</url>
    <authors>
      <author>
        <email>darius@nova.net.au</email>
        <name>Darius</name>
      </author>
    </authors>
    <status>Functioning, undergoing heavy development work. Code available.</status>
    <timeline>This incarnation started December 1999, last updated Novemeber 2000</timeline>
    <license>Will probably be GPL</license>
    <language>Python</language>
    <platforms>UNIX</platforms>
    <technology>MySQL backend</technology>
    <description>
      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.
    </description>
  </codebase>

  <codebase>
    <name tag='muq'>Muq</name>
    <updated>07/03/2004</updated>
    <url>http://www.muq.org/</url>
    <authors>
      <author>
        <email>cynbe@muq.org</email>
        <name>Cynbe ru Taren</name>
      </author>
    </authors>
    <status>Starting Beta release</status>
    <timeline>Developmented started in 1992, first beta in December 1999</timeline>
    <license>LGPL-like license for non-commercial usage, small fee for commercial</license>
    <language>C</language>
    <platforms>UNIX</platforms>
    <technology>Multiple embedded languages</technology>
    <description>
      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
      administratibility.
      <break/>
      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.
    </description>
  </codebase>

  <codebase dead='28/07/2003'>
    <name tag='rogue'>RogueMUD</name>
    <updated>07/03/2004</updated>
    <url>http://www.geocities.com/rogue_mud/</url>
    <authors>
      <author>
        <email>scmud@mad.scientist.com</email>
        <name>Mendanbar</name>
      </author>
    </authors>
    <status>Available and working</status>
    <timeline>Started October 1999, last release February 2001</timeline>
    <license>Diku, MERC, ROM, Rogue</license>
    <language>C++</language>
    <platforms>UNIX</platforms>
    <description>
      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.
      <break/>

    </description>
  </codebase>

  <codebase dead='28/07/2003'>
    <name tag='shat'>Shattered Worlds</name>
    <updated>07/03/2004</updated>
    <url>http://simbase.n3.net/</url>
    <authors>
      <author>
        <email>daedalus47@hotmail.com</email>
        <name>Jon Untied</name>
      </author>
    </authors>
    <status>Playable, but under development</status>
    <timeline>Development started in November 1999, last updated February 2001</timeline>
    <license>GPL</license>
    <language>Visual Basic</language>
    <platforms>Windows</platforms>
    <description>
      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.
    </description>
  </codebase>

  <codebase>
    <name tag='scry'>ScryMUD</name>
    <updated>07/03/2004</updated>
    <url>http://scrymud.net</url>
    <authors>
      <author><name>Edward Roper (maintainer)</name></author>
      <author>
        <email>greearb@candelatech.com</email>
        <name>Ben Greer (original author)</name>
      </author>
    </authors>
    <status>Open to the public, in active development</status>
    <timeline>Started 1996, updated May 2003</timeline>
    <license>GPL</license>
    <language>C++</language>
    <platforms>UNIX</platforms>
    <technology>Optional Java applet/application client</technology>
    <description>

    </description>
  </codebase>

  <codebase>
    <name tag='sq'>Sword Quest</name>
    <updated>07/03/2004</updated>
    <url>http://celemir.net/~sq/</url>
    <authors>
      <author>
        <email>peckham@robpeckham.net</email>
        <name>Robert L. Peckham</name>
      </author>
    </authors>
    <status>No current development, but is used as a base for other projects</status>
    <timeline>Started somewhere in 1994, last updated in 1999</timeline>
    <license>Diku</license>
    <language>C</language>
    <platforms>UNIX</platforms>
    <description>
      Sword Quest is designed to be a Diku based role playing environment similar
      to Armageddon. (e.g., a Role-Playing Intensive (RPI) environment.)
    </description>
  </codebase>

<!-- DEAD as of Sep 19, 2002:
From: Joshua Marshall <jcm@bluesock.org>
To: erwin@andreasen.org
Subject: http://www.andreasen.org/newmud/

Varium isn't active and should be removed
 -->

<!--
  <codebase>
    <name tag='varium'>Varium</name>
    <updated>17/05/2001</updated>
    <url>http://www.varium.com</url>
    <authors>
      <author><name>Pat "Tangent"</name></author>
      <author><name>Josh "Zacoya"</name></author>
      <author><name>Will "Mouse"</name></author>
    </authors>
    <status>Still working on it</status>
    <timeline>See <link href="http://www.varium.com">website</link> under "News"</timeline>
    <license>Probably Python-like</license>
    <language>Python/C</language>
    <platforms>Linux</platforms>
    <description>
      Varium is actually three projects: a server, a driver, and a mudlib.
      We're going to hand out the code to the server and driver.  The server
      handles connections and has a telnet library that can be used to build
      curses-style applications inside the mud server (i've built a mini pico
      already).  The driver abstracts the mudlib from the filesystem.  It also
      provides all the python module and class instantiation and permissions.
      The way we've structured the system, you could take the server and build a
      driver that works like a MOO without any problem.
      <break/>
      Our driver works like an LPMud except instead of LPC (which is horrid),
      we're using Python which is a nice clean lovely little language which
      forces coders to write code that's easy to maintain.

    </description>
  </codebase>

-->

  <codebase>
    <name tag='wheel'>WheelMUD</name>
    <updated>07/03/2004</updated>
    <url>http://www.wheelmud.net/</url>
    <authors>
      <author>
	<name>Hector Sosa, Jr.</name>
	<email>fastalanasa@wheelmud.org</email>
      </author>
      <author>
	<name>Troy Fisher</name>
      </author>
    </authors>
    <status>Alpha (playable)</status>
    <timeline>Started in June 1999, last updated in January 2006</timeline>
    <license>Custom Open Source</license>
    <language>vb.net</language>
    <platforms>Windows</platforms>
    <technology>ADO (Acess, SQL Server, Interbase), XML</technology>
    <description>
      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.
      <break/>

    </description>
  </codebase>

  <codebase>
    <name tag='wolf'>WolfMUD - World of Living Fantasy</name>
    <updated>07/03/2004</updated>
    <url>http://www.btinternet.com/~wolfmud</url>
    <authors>
      <author>
        <email>a.j.rolfe@btinternet.com</email>
        <name>A. Rolfe</name>
      </author>
    </authors>
    <status>Alpha (stable engine + world builder)</status>
    <timeline>Started around April 1999, last updated April 2004</timeline>
    <license>Custom (free to use but users must release their changes)</license>
    <language>Java</language>
    <platforms>Any Java-Capable</platforms>
    <description>
      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.
      <break/>

    </description>
  </codebase>

  <codebase>
    <name tag='wolfshade'>WolfShadeMud</name>
    <updated>07/03/2004</updated>
    <url>http://www.wolfshade.com/technical/mud/</url>
    <authors>
      <author><name>John Comes</name></author>
      <author><name>Demetrius Comes</name></author>
    </authors>
    <status>Under development, source available</status>
    <timeline>First public release in September 99, last release January 2001</timeline>
    <license>GPL</license>
    <language>C++</language>
    <platforms>UNIX,Windows</platforms>
    <description>
      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&amp;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.
      <break/>

    </description>
  </codebase>

 <codebase>
    <name tag="cofee">CoffeeMud</name>
    <updated>07/03/2004</updated>
    <url>http://www.zimmers.net/home/mud/</url>
    <authors>
      <author>
	<email>bo@zimmers.net</email>
	<name>Bo Zimmerman</name>
      </author>
    </authors>
    <status>Available and working</status>
    <timeline>Started September 2000, last May updated 2005</timeline>
    <license>Open Source</license>
    <language>Java</language>
    <platforms>Java (JDK 1.4+)</platforms>
    <description>

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.

    </description>
  </codebase>

  <codebase>
    <name tag='Bluemud'>Bluemud</name>
    <updated>07/03/2004</updated>
    <url>http://bluemud.sourceforge.net</url>
      <authors>
	<author>
	  <email>mrblah@sourceforge.net</email>
	  <name>Neil Rotstan</name>
	</author>
	<author>
	  <email>willhelm@sourceforge.net</email>
	  <name>Will Guaraldi</name>
	</author>
      </authors>
      <status>Under development</status>
      <timeline>Started January 2001, last update October 2001</timeline>
      <license>MIT/X</license>
      <platforms>Java</platforms>
      <language>Java/Jython (may change)</language>
      <description> 
	
	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.
	<break/>
	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.
	<break/>
	
	We're not looking for contributors yet.  We might rethink this after our
	alpha release.
	<break/>

	We hit a snag with code-level security which we are researching.  This may
	cause a partial rearchitecture of the underlying code-base.
	<break/>
	
	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.
	<break/>
	
	Up-to-date status information is available on the web-site at:
	<url>http://bluemud.sourceforge.net/</url>
      </description>
  </codebase>
  
  <codebase>
    <name tag='dumb'>Diabolically Uncrashable MUD Builder</name>
    <updated>07/03/2004</updated>
    <url>http://jlmud.sourceforge.net</url>
    <authors>
      <author>
	<name>Adam Berger</name>
	<email>adam@addaon.com</email>
      </author>
    </authors>
    <status>No longer in active development, but maintained</status>
    <timeline>Updated November 2000</timeline>
    <license>GPL</license>
    <language>Java(server), LISP dialect(mudlib)</language>
    <platforms>Java</platforms>
    <description>
      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. 
      <break/>
      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.
    </description>
  </codebase>

  <codebase dead='07/03/2004'>
    <name tag='pmud'>Paladin MUD</name>
    <updated>07/03/2004</updated>
    <url>http://www.sf.net/projects/pmud</url>
    <authors>
      <author>
	<email>kk71878@hotmail.com</email>
	<name>Kevin Killingsworth</name>
      </author>
    </authors>
    <status>Under development</status>
    <timeline>Started July 2000, currently reconstructing datamodel</timeline>
    <license>GPL</license>
    <platforms>UNIX (Linux-tested)</platforms>
    <language>C++ / Script Language (not decided yet)</language>
    <description>
      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.)
      <break/>
      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.
    </description>
  </codebase>  

  <codebase>
    <name tag='socketmud'>SocketMud</name>
    <updated>07/03/2004</updated>
    <url>http://www.socketmud.dk</url>
    <authors>
      <author>
        <email>jobo@daimi.au.dk</email>
        <name>Brian Graversen</name>
      </author>
    </authors>
    <status>Considered done</status>
    <timeline>Started August 2001, last updated November 2005</timeline>
    <license>Public DomainL</license>
    <platforms>Linux</platforms>
    <language>C</language>
    <description>
      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.
    </description>
  </codebase>

  <codebase>
    <name tag='resort'>ResortMud</name>
    <updated>24/07/2004</updated>
    <url>http://www.haslage.net/games/CBHQ/resort/</url>
    <authors>
      <author>
        <name>Even Cortens</name>
      </author>
      <author>
        <name>Gregor Moody</name>
      </author>
      <author>
        <name>Josh Herbst</name>
      </author>
      <author>
        <name>Peter Keeler</name>
      </author>
      <author>
        <name>Michael Steigerwalt</name>
      </author>
      <author>
        <name>Chris Fewtrell</name>
      </author>
      <author>
        <name>Andrew Brunelle</name>
      </author>
      <author>
        <name>Anthony Haslage</name>
      </author>
    </authors>
    <status>Under development</status>
    <timeline>Started May 1997, last updated November 2004</timeline>
    <license>MERC, Diku, Smaug, ACK, Circle and ResortMUD</license>
    <platforms>UNIX, Windows</platforms>
    <language>C</language>
    <description>
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.
<break/>
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.
    </description>
  </codebase>

  <codebase >
    <name tag='calarey'>CalareyMUD</name>
    <updated>24/07/2004</updated>
    <url>http://www.haslage.net/games/CBHQ/calarey/</url>
    <authors>
      <author>
        <name>Even Cortens</name>
      </author>
      <author>
        <name>Gregor Moody</name>
      </author>
      <author>
        <name>Josh Herbst</name>
      </author>
      <author>
        <name>Peter Keeler</name>
      </author>
      <author>
        <name>Heather Dunn</name>
      </author>
      <author>
        <name>Anthony Haslage</name>
      </author>
    </authors>
    <status>Under development</status>
    <timeline>Started May 1997, last updated November 2004</timeline>
    <license>MERC, Diku, Smaug, ACK, Circle and ResortMUD</license>
    <platforms>UNIX</platforms>
    <language>C</language>
    <description>

      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.

    </description>
  </codebase>

  <codebase>
    <name tag='mica'>Mica</name>
    <updated>28/07/2003</updated>
    <url>http://darksleep.com/mica/</url>
    <authors>
      <author>
        <name>Ryan Daum</name>
	<email>opiate@saturn5.com</email>
      </author>
    </authors>
    <status>Alpha released</status>
    <timeline>Started May 2000, updated March 2003</timeline>
    <license>GPL</license>
    <platforms>UNIX, Windows</platforms>
    <language>C++, custom OO scripting language</language>
    <description>
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.
<break/>
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.

    </description>
  </codebase>

  <codebase new='1'>
    <name tag='calypso'>Calypso</name>
    <updated>07/03/2004</updated>
    <url>http://calypso-mud.sourceforge.net/</url>
    <authors>
      <author>
        <name>Patrik Opacic</name>
	<email>di1oppa@chl.chalmers.se</email>
      </author>
    </authors>
    <status>Alpha</status>
    <timeline>Started September 2001, updated May 2002</timeline>
    <license>GPL</license>
    <platforms>UNIX</platforms>
    <language>C, C++</language>
    <description>
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.
<break/>
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.
    </description>
  </codebase>

<codebase dead='28/07/2003'>
<name tag="openmud">OpenMUD</name>
    <updated>07/03/2004</updated>
<url>http://openmud.tossell.net</url>
<authors>
<author>
<email>ken@tossell.net</email>
<name>Ken Tossell</name>
</author>
</authors>
<status>Early Development/Planning</status>
<timeline>Started September 2002, updated continuously</timeline>
    <platforms>UNIX</platforms>
<license>GPL</license>
<language>C++</language>
<description>
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.
<p/>
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.
</description>
</codebase>

  <codebase new='1'>
    <name tag="pain">PAiN MUD</name>
    <updated>07/03/2004</updated>
    <url>http://pain.sf.net</url>
    <authors>
      <author>
	<email>fmike@mail.ru</email>
	<name>Mikhail Yu. Fursov</name>
      </author>
    </authors>
    <status>Alpha</status>
    <timeline>Started August 2002, last updated July 2004</timeline>
    <license>GPL</license>
    <platforms>Java</platforms>
    <language>Java</language>
    <technology>Self-written transactional persistence engine</technology>
    <description>
      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.
    </description>
  </codebase>

  <codebase dead='07/03/2004'>
    <name tag="bod">Break of Dawn</name>
    <updated>28/07/2003</updated>
    <url>http://the-edge.dynip.com/BoD/</url>
    <authors>
      <author>
	<email>jeremy@the-edge.dynip.com</email>
	<name>Jeremy Akers</name>
      </author>
    </authors>
    <status>Early development</status>
    <timeline>Started around ultimo 2000</timeline>
    <platforms>Java</platforms>
    <license>None yet</license>
    <language>Java</language>
    <technology>MySQL</technology>
    <description>

      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.

      <break/>

      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.
      
    </description>
  </codebase>


  <codebase dead='11/01/06'>
    <name tag="tams">TAMS</name> 
    <updated>07/03/2004</updated>
    <url>http://tams.slayn.net/</url> 
    <authors>
      <author>
	<email>xeon@austin.rr.com</email> 
	<name>Devin Torres</name> 
      </author>
    </authors>
    <status>Early development</status> 
    <timeline>Started sometime in 2002, last updated January 2004</timeline> 
    <license>BSD</license> 
    <platforms>UNIX, Windows</platforms> 
    <language>C++, MySQL, XML</language> 
    
    <description>
      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.
    </description>
</codebase>

  <codebase dead='11/01/06'>
    <name tag="acm">C MUD</name> 
    <updated>2/29/04</updated> 
    <url>http://acmud.org</url> 
    <authors>
      <author>
	<email>borlak@acmud.org</email> 
	<name>Michael Morrison</name> 
      </author>
      <author>
	<email>pip@acmud.org</email> 
	<name>Jason Wallace</name> 
      </author>
    </authors>
    <status>Late development</status> 
    <timeline>Started April 2000 in the 16k competition, last updated
      February 2004</timeline> 
    <license>GPL. Source on request only.</license> 
    <platforms>UNIX, Windows</platforms> 
    <language>C, MySQL</language> 
    
    <description>
      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.
    </description>
  </codebase>
  
  <codebase new='1'>
    <name tag="small">Small MUD</name> 
    <updated>3/07/04</updated> 
    <url>http://www.libsockets.net/small/</url> 
    <authors>
      <author>
	<email>http://www.alhem.net</email> 
	<name>Anders Hedström</name> 
      </author>
    </authors>
    <status>Complete</status> 
    <timeline>Last updated November 2004</timeline> 
    <license>GPL.</license> 
    <platforms>Linux</platforms> 
    <language>C++</language> 
    
    <description>
      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.
    </description>
</codebase>


  <codebase new='1'>
    <name tag="scratch">Scratch</name>
    <updated>03/15/05</updated>
    <url>http://www.dragonssquare.com/</url>
    <authors>
      <author>
	<email>valiant_dragon@yahoo.com</email>
	<name>Jared Devall</name>
      </author>
    </authors>
    <status>Under development</status>
    <timeline>Started March 10, 2004</timeline>
    <license>None Yet</license>
    <platforms>UNIX/Windows</platforms>
    <language>C++</language>
    <description>
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.
    
    </description>
  </codebase>

    <codebase new='1'>
    <name tag="poe">PoeMUD</name>
    <updated>02/06/04</updated>
    <url> http://poemud.sourceforge.net/</url>
    <authors>
      <author>
	<email>alex@blackcarr.org</email>
	<name>Alex Dudas</name>
      </author>
      <author>
	<name>Doug Couch</name>
      </author>
    </authors>
    <status>Early development</status>
    <timeline>Started 1999, updated May 2004</timeline>
    <license>Artistic</license>
    <platforms>Any Perl-capable</platforms>
    <language>Perl</language>
    <description>

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*.
<break/>
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.
      
      
    </description>
  </codebase>

    <codebase new='1'>
    <name tag="tiger">TigerMUD</name>
    <updated>03/15/05</updated>
    <url> http://www.tigermud.com</url>
    <authors>
      <author><name>Adam Miller et al</name></author>
    </authors>
    <status>In development</status>
    <timeline>Started 2004, last updated July 2005</timeline>
    <license>Source available but restricted</license>
    <platforms>Windows, UNIX</platforms>
    <language>C#</language>
    <description>

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.
           
    </description>
  </codebase>

<codebase new='1'>
   <name tag="NakedMud">NakedMud</name>
   <updated>08/05/2005</updated>
   <url>http://www.ualberta.ca/~hollis/nakedmud.html</url>
   <authors>
     <author>
       <email>hollis@ualberta.ca</email>
       <name>Geoff Hollis</name>
     </author>
   </authors>
   <status>Available and working</status>
   <timeline>Started July 2004, last updated December 2005</timeline>
   <license>Public Domain</license>
   <platforms>UNIX, Mac OS X</platforms>
   <language>C, Python for scripting</language>
   <description>
     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.
   </description>
</codebase>

<codebase new='1'>
   <name tag="amc">AMC:SW-ERP</name>
   <updated>12/01/2006</updated>
   <url>http://castle-jcr.dur.ac.uk/AMC</url>
   <authors>
     <author>
       <email>owen@sw-erp.org</email>
       <name>Owen Varley (Nekekami)</name>
     </author>
   </authors>
   <status>Being designed</status>
   <timeline>Started May 2005, updated Jan 2006</timeline>
   <license>GPL, MUDCore</license>
   <platforms>Windows, UNIX</platforms>
   <language>Python, TCL</language>
   <description>
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.

   </description>
</codebase>

<codebase new='1'>
    <name tag='rpmud'>RPMUD</name>
    <updated>06/01/2006</updated>
    <url>http://www.rpmud.com</url>
    <authors>
      <author>
        <email>tarquin@acevedo.co.uk</email>
        <name>tarquin</name>
      </author>
    </authors>
    <status>Available and working</status>
    <timeline>Built on MUD32, latest release January 2006</timeline>
    <license>GPL</license>
    <language>Visual Basic 6 with MSXML 4 parser</language>
    <platforms>Windows</platforms>
    <description>

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.

</description>
  </codebase>



</newmud-list>

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