How Far We’ve Come

When I started EmpireMUD 2.0 two years ago, I had no idea how far it would come. I’ve added more features than I ever thought I would get to, met more players, and overcome more challenges. There are many things in life you can’t quantify; this isn’t one of them. Here’s EmpireMUD by the numbers:

August 2013:
Lines of code: 68328
Lines changed/new in 2.0: 36031
Percentage changed from 1.0: 52.73%

September 2014:
Lines of code: 81554
Lines changed/new in 2.0: 59191
Percentage changed from 1.0: 72.58%

April 2015:
Lines of code: 120577
Lines changed/new in 2.0: 111217
Percentage changed from 1.0: 92.24%

And that’s just the code. I’ve also written and rewritten countless help files, attack messages, mobs, items, and adventure zones. In fact, EmpireMUD 1.0 didn’t even have adventure zones! There are also thousands of lines that I took out of code files and moved to data files when I added OLC, including all the building descriptions and data, terrain data, and crop data.

Here are the features I think were the biggest:

  • Workforce
  • OLC
  • Item scaling
  • Mob scaling
  • Adventure zones
  • DG Scripts (ported from CircleMUD and adapted for EmpireMUD)
  • Elimination of rnums
  • New skill system with over 220 abilities
  • New combat engine
  • Graphical map generator
  • Full inventory saving (especially restrings)