Coder for Fantasy Mu*



  • I have been working on a fantasy style mu* with some friends. We have most of the grid built (just need to install buildings and describe them) and we have a great deal of the theme done (holidays interfered some). HOWEVER, I am not advanced enough in coding to spin the code alone. I can do certain things but others I can't. Besides, I am the only one of my staff who knows anything of code (this, as far as I know also includes being able to build). Nothing will get done if I'm doing it all myself. Especially since I will be having to teach myself code as we go.

    It is intended to be pretty light coding and all of us are pretty willing to negotiate the functions of the code.

    If you're up for coding for me please let me know! On this post or even in the chat function thing this place has.

    PS. I might have put this in the wrong place. I am not certain!



  • Hey, just to help coders decide, you should probably put up a list of the code systems you'd like to use. For example: an events system where people can post events into particular categories, sign up and unsign up and post to a bboard announcing the event with a command to list all current events.

    Do that for each thing you want and it'll likely help you find the help you need. A priority list would also be good.


  • Pitcrew

    @icanbeyourmuse
    The site is still small enough the correct people will likely see it, but I think you might want to stick this thread in Code & Code.


  • Tutorialist

    What sort of code help do you need? Some of us might have code we can just give you to install. Do you need a chargen? Do you need +Events? +jobs? etc?



  • I actually have a list made up on the website. Lemme snag it. I was mostly trying to avoid spamming people. (This might reveal who I am to some of you if you haven't figured it out. I have a thing for /trying/ to keep who I am separate from other places I am on. Mind, this also means that unless we're directly talking about it I won't ask you who you are).

    Roster System - it isn't going to be the holy grail or anything. It doesn't need to be able to hold up against hundreds of characters. The premises of this is to have 'get in the game' characters for those who don't like CG/aren't good at it. How much information it should give away needs to be discussed.

    Combat System - Should tie into the sheet code and what not. I am not good at figuring out the balancing business but it should cause all armor to deteriorate with each 'hit' even if it is a little at a time. Ranged weapons, melee weapons, and physical should all be able to be used, preference for being able to easily adding new things.

    Crafty System - Not a system per sey, I believe. Just something to make having badass armor useful and repairing it. At absolute most I want is names mattering. Even better if something can be worked so it functions sort of like a multi-descer found on freeform mu*s or what have you. In essence I want vocations and such to be useful without it being a chore.

    The typical +where, who, etc codes.

    A 'Hot spots' type code. Perhaps designed to pull locations where people are. All streets and businesses can be on it, perhaps. It is probably easiest if it it calls a list rather than searching all the rooms. The main command should only show active rooms but perhaps a sub command that shows all the listed rooms. A 'jump' command should be there but spun like it is a cab or something.

    Places code that is WAAAY less complicated. Like what was on Vor. Objects that are 'installed' on the room and adds places. That way they can be removed and added at will. (This has been phrased with a friend who said he'd do it but RL happened. In essence the 'places' were objects that got installed and functioned more or less like Places. I'm okay with scrapping this and using actual places. I just don't like how they look with the default stuff)

    Room layouts. I want players and objects separated. I don't mind decorative borders but it is not a big thing with me. I also want directions and 'buildings' in a separate thing.

    Apartment rental code. An apartment code that, perhaps, digs an apartment on the spot. It should track the next number and, perhaps, when an already used number is freed up. It will have default descriptions that can not be changed by players. Maybe when 'renting' players are allowed to add minor details to it. If we do this it should probably confirm the text to assure it makes sense.

    --

    We're still working on theme so there might be a bit more. In my ideal world a coder would be able to just be on call or can come in and code in something we need/want that I can't do alone. We are still ironing out what we want for the CG, because it will have CG for players who DO like to CGT and prefer to make their own style of character.

    It will, at the bare bones, have a sheet with Attributes and skills, Aptitudes (Sort of like merits) and Abnormalities (Sorta flaws.. sorta). I also want the ability to randomize everything. Looking at my list on our website.. we've basically got the layout of what we want. I'm just trying not to spam to death.



  • There is no specific priority for any of this for me. Hey.. if you guys got stuff that works I am all for it. We're also on TinyMUX.


  • Tutorialist

    Nope. Good luck.



  • I didn't think what I wanted would fit into anything previously coded. As far as I know it doesn't but I'm okay with there already being something.


  • Tutorialist

    @icanbeyourmuse said:

    Roster System -

    You could in theory do things without this being coded. You could make the characters and then list them in +news files, or on a wiki, or whatever and then have people +Request for their password. Sure a coded system would probably be nice but likely isn't needed.

    Combat System - Should tie into the sheet code and what not.

    This is personally a big "nope" for me as a coder. It isn't something I can really help with or have suggestions. It falls under "good luck".

    Crafty System - Not a system per sey, I believe. Just something to make having badass armor useful and repairing it.

    See above,

    The typical +where, who, etc codes.

    I can give you a +who, and +where. OR you can grab those from the SGP globals. OR whatever that code is.

    A 'Hot spots' type code.

    I can also give you a +hangouts code. Or you might be able to get Whirlwind's, if you can contact him. Try looking for him on Windy City mux.

    Places code that is WAAAY less complicated. Like what was on Vor.

    I'm not sure what this means. @Thenomain's update to places that he did for TR is amazing, tho.

    Room layouts.

    This is done via a room parent and @conformat. Set up a main room, and then set up an @conformat using lcon().

    Apartment rental code. An apartment code that, perhaps, digs an apartment on the spot.

    This is good? I guess, but again probably more code than is actually needed. You can just dig rooms, have a +Directory in the lobby that says what rooms are open (checking to see if the exits are owned by the gridowner or whatever wizard holds your non-private builds), and have people +Request for an apartment.

    In my ideal world a coder would be able to just be on call or can come in and code in something we need/want that I can't do alone.

    I think that you think this sounds nice / appealing to us coders, but it comes across a little bit like: "Come here and make things for me, but go away when you're not doing work."

    I'm most often likely to actively code, and be productive when I have some vestment in the game I'm working on. Being made to feel like an "on call" person is not likely going to appeal to me. I'm not sure how other coders feel. They might prefer that. But not for me.



  • @Cobaltasaurus said:

    You could in theory do things without this being coded. You could make the characters and then list them in +news files, or on a wiki, or whatever and then have people +Request for their password. Sure a coded system would probably be nice but likely isn't needed.

    If a wiki is involved, that's especially a good idea so that you don't end up with multiple (stale) copies of the data.

    Make one place authoritative, and use that.

    Combat System - Should tie into the sheet code and what not.

    This is personally a big "nope" for me as a coder. It isn't something I can really help with or have suggestions. It falls under "good luck".

    It can make some sense to have initiative coded for some systems, as well as symbolic rolls if the stats are in on-game sheets. The shortcuts (or whatever they were called) that Darkwater had were a good example of this.

    I can give you a +who, and +where. OR you can grab those from the SGP globals. OR whatever that code is.

    Reach's +who is available. Ish. It's uuuugly though and requires a large-lbuf mux to run. And a gaggle of softfuncs.

    We realllllly need to replace SGP globals.

    Places code that is WAAAY less complicated. Like what was on Vor.

    I'm not sure what this means. @Thenomain's update to places that he did for TR is amazing, tho.

    Indeed. The room format integration is reasonably straightforward also.

    This is done via a room parent and @conformat. Set up a main room, and then set up an @conformat using lcon().

    It strikes me that every new game seems to need the *format attrs set and a reasonable config and parentage hierarchy and so on... Given a better SGP and base config this is really trivial stuff for even non-coders to do-- or could become so.

    A tutorial directed at mush basics and common semi-standard softfuncs like header()/divider()/footer() might be worthwhile.

    In my ideal world a coder would be able to just be on call or can come in and code in something we need/want that I can't do alone.

    I think that you think this sounds nice / appealing to us coders, but it comes across a little bit like: "Come here and make things for me, but go away when you're not doing work."

    I'm most often likely to actively code, and be productive when I have some vestment in the game I'm working on. Being made to feel like an "on call" person is not likely going to appeal to me. I'm not sure how other coders feel. They might prefer that. But not for me.

    On-call like that or better stated perhaps: per-incident or per-project-- is doable, but generally becomes a commercial gig for the reasons @Cobaltasaurus stated. Can you afford us? Possibly, but that can dramatically affect how much fun you're having, as well. (I'm not available, but my going rate would be on the order of $250/hour, in 8 hour increments. This makes things no-longer happy-fun-times for most people.)

    The real gotcha there is that coders LIKE solving some problems and HATE solving others. Everyone wants to help you with the fun stuff, but we alllll disappear when you want something tedious.

    I wish we weren't all such a group of capricious little shits, but what is, is.


  • Tutorialist

    I wish we weren't all such a group of capricious little shits, but what is, is.

    +++ Yes.



  • I did mean it more like so you didn't feel like you had to be around or what have you. 'On call' was probably the wrong term. Or do anything unless you want too/something breaks I can't fix. I'm pretty laid back about everything. Only time I'm not is when people are treating people like shit who don't deserve it (See Troy's attitude towards Thenomain, Dresden, Roanoke, and Salem for example), constantly breaking the rules, or when people ignore theme.

    I actually like the wiki idea for a roster system. Humm. Except my wiki knowledge is bupkis.

    I don't like the default stuff in TinyMUx. I haaaaateeee how the code looks. My coding isn't the best, by a long shot, but it looks neater than the default stuff. I can code the basic stuff myself. Except i hate setunion() because I can never make it work correctly.

    I could probably roll without any sort of code but the basics but every mu* I've been on outside of TS ones have a stat system. Or at least it seems like that. The want of a combat system is because I hate trying to figure out combat and it balances out the people who play fairly and those who ALWAYS HAVE TO WIN ALL THE FIGHTS. Also, most of the people I know tend to prefer some sort of stat system.


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