@ixokai said in What's missing in MUSHdom?:
@auspice said in What's missing in MUSHdom?:
It's just so new that it would probably be best if you had a team working on coding it up, yeah.
Naw, I can handle the code myself fine. I'm not in a rush, but I am a professional developer and know how to plan and execute projects. 
I'm also not sure it's a fit for Ares, knowing what I do about Ares. I'd almost point to Evennia over Ares. Esp. since in Evennia, you could design 'dungeon modules' for a...
Why do you say that? The reason I'm going with Ares is an excuse to learn Ruby, and also because out of the box its a far more complete mush-like environment then Evennia. Also since I'm already an expert in Python I don't really need to learn anything there (Except like, how Evennia itself works).
Well, FS3 is an Ares module, it's true, so stripping out FS3... It's possible it'd be doable. What I love about Ares is that it's an out-of-the-box MU*.
D&D is just such a big, complex beast. However, the more I think about it... It probably has a lot of database support natively, which is what I'd want if I was developing a D&D system for MU*. My biggest gripe with TT systems on MUSH/MUX is putting attributes on code objects. They get so messy.
But if you could put them in a SQL DB that the game calls? It'd be so much cleaner. And mulling... with the web portal, Ares has a lot of support for databases already. So it MIGHT be doable. I just don't know Ruby enough to say for sure, it's just more a gut instinct call, I guess?
I mean, if you got it working? I'd run a D&D 5e game in a heartbeat, probably. 