Pixietown

I might have just uh... randomly started farting around with FastAPI and websockets and made a MUD that communicates entirely over websocket using a web page instead of telnet or needing a purpose built client that farts everything out in the clear.

And from there started braining on "Wait I own both ends of this data channel and the data channel, why do I need to limit myself to telnet behavior"

And I dunno, something may come of this but I think it's old tech enough to be disinteresting to most people and limited to new-tech idioms enough to exclude the people who'd otherwise be into it.

I could write a localhost telnet->wss gateway to allow those clients to be used though... hmm...

I'm hung up on the oddest thing. A lot of the major MUDs still around moved to using an overworld map system that behaves like an overworld-having roguelike like ZAngband. I'm not convinced this is engaging in a MUD because you're not using spacial relations to position around enemies and objects; they're just in a room and you're in the room with them or not.

But the clear representation of where zones are is nice. I'd probably want a hybrid system where the rooms are designed and purposeful but you can see a map projected like those larger MUDs.

Medievia boasting "4 million rooms" when 3.95 million of them are "Track player X/Y coordinate on a 2D grid and return a boilerplate description of the biome they're on" is kind of a joke IMO.

@trysdyn the map thoughts here reminds me of watching Reiska poke that unofficial squaresoft MUD -- their client has a map grid window setup, so you can see the boxes and their connections, but big overworld areas from the implemented games are chunked up into fitting bite-sized areas (like the early overworld part of Chrono Trigger, between the bridge, castle, and fairgrounds, is like, depending on era, 4-5 rooms wide, and the easternmost room or two being "town, but outside the buildings")