From: Mike Levine Haven't put 2-cents in recently so here my thoughts on gaining coding experience before you decide to run a mud. 1. Download a fresh copy of whatever code base you would like to try. 2. Purchase an introductory and intermediate book on Coding in C. 3. Purchase an introductory book on Software Engineering. 4. Purchase an introductory book on Data Types in C. 5. Read, Read, Read. 6. Run your mud locally and play with it as an administrator and player until such time as you really understand the structure of the code and mud base you are going to create your ultimate mud with. DO NOT CODE AT THIS STAGE. 7. At some point you'll have an idea or two. *Start with *very small* changes. Understand exactly what you want to do *before* you do it. This is where software engineering comes into play. Plan your changes, write them down, test them on paper first - before - you alter one bit of code. 8. Test, Test, Test 9. Always have a copy of your last working version of the mud. For that matter, if disk space allows, keep a copy of each working version of your mud so that you can at least go back one step if things go wrong; they shouldn't if you planned things right - but hard drive crashes are another thing - keep your copies external to the hard drive you are developing on. 10. There's always some excitement with the idea of opening up your first or subsequent muds. Don't open them up or advertise too early. Work on them until there is a lot more to offer than just stock zones and mobs. Experienced mudders visiting your mud will expect *something* different and will go away very quickly if all you have on offer is a stock mud. I mean, we all can download bpl11, compile it and open it up to the public. 11. The most difficult part of developing a good mud is BALANCE. Good zone/player/mob/eq balance *is* the most critical and often overlooked aspect of administrating muds. A good example of bad balance is when someone downloads stock bpl11, increases levels to 100 and does nothing with mob levels/hps/exp or equipment/spells. Try to get to grips with understanding what balance really is, how much and what code it affects, and what you envision your players may want to have. 12. Test, Test, Test IMHO. Please add if you feel necessary. If you disagree or have personal comment please address it directly to me: mrunix@ic.net . Best Regards Mike Levine mrunix@ic.net