@orathaic
Oh no, I agree with you. My first step was to do the background reading on the available MUD software. The commercial stuff is never suited to RPI. Of the open source software, I was surprised to find that nothing decent existed for RPI either. Taking some general-purpose open source mud software and re-purposing it for RPI was briefly examined and discounted for the reason that most of it would require significant retooling.
Finally, homebrewing the entire thing was considered as well. But here is the problem. The main advantage of mature software (over new software) is the bug fixes. Most (all?) software contains bugs, and it is the bug fixes that give the software its value.
That established, I realized that most of the existing software was mired in various licensing drama that I found to be prohibitive.
By clean-rooming the entire thing, I will be able to escape any accusations that I am using a derived work. It's silly but that's how the software market is these days. People would rather spend a week arguing with each other on forums about licenses rather than just writing beautiful software. I'm side-stepping that entire possibility. My goal is to make a project that could, potentially at least, run for forty years. I'd like my grand-children to be able to play this game. All of this additional effort is needed not for engineering reasons, simply to satisfy licensing sillyness.
But at the end of this brief struggle, I will be providing the community with a stable, pristine foundation - decent open source video game software that no one will be able to accuse of being a derived work, no matter what happens. My belief is that there are only so many ways to code a telnet daemon, so many ways to process the physics behind a sword-fight, so many ways to structure character movement that my code may end up resembling the structure of other MUD. I want to make sure that everyone can understand that this outcome will be the result of adherence to good design principles rather than deliberate copying.
@abemacht
You are in, my friend. Thank you. Testers happens to be our area of greatest need.
@PSMongoose
I a have chosen the language of development as C. Certain aspects of the game world will be "alive" in the same way as some Bay 12 games are, and so some parts of the world engine will be computationally intensive, at least by the standards of the indie gaming community. Obviously the back-end will be in SQL, some of the web technology will be developed in PHP. It's also possible that the mud engine will contain a script interface for builder's to use, possibly LUA. Thank you for asking.
@Celticfox
Your input would be valuable, as you have experience both playing and staffing other MUD as well.
I did want to point out, that I am not worried so much about recruitment. If this game provides an environment where eight or nine of my friends can meet up twice a month to go whack some orcs, then this is fine. If the group grows to the size of twenty, then even better. If four people are online at the same time and having a good time together, then I will consider the project a success.
You mentioned Graphical MMORPG as a potential competitor, but I see them as a potential recruitment pool. In my opinion, most of the people who are (bored) playing on the RP server of WoW, etc. serve as potential candidates for this game.
Please compare my ambitions to the work of this web game, or perhaps something like Dwarf Fortress. I believe that there are plenty of people who would want to play a tactical exploration game that has a compelling narrative, a creative atmosphere, a fun community and an engrossing, evolving storyline, where where the actual landscape can be transformed by players. Halo will never offer that. Diablo III will never offer that. My game will be more challenging and therefore more rewarding than MMORPG.
And hey, I happen to like Halo and Call of Duty. They're fun every once in a while.