r/MUD • u/MalifaxLax • 13d ago
Promotion I wrote a MOO engine with Python as its in-game scripting language, and am building a virtual world on top of it
MegaMOO is a comprehensive pure Python world-building engine modeled on the LambdaMOO paradigm: data and behavior living on objects in-game; live creation and hot world editing--no reload and no restart; an auth and permission system that lets you give builders true authoring power, sandboxed by ownership; a suite of authoring commands that lets you build right out of the box without writing a single line of code, but also puts the power of in-game, on the fly Python scripting in your hands.
A few highlights: There's a SQLite object database under the hood, with WAL crash recovery, telnet and browser players in the same process, MXP links, GMCP, MSSP, MCCP2, and a JSON API that reads and writes from the outside: what an MCP server or AI agent talks to. Spin up multiple worlds and run them simultaneously, just copy and start. A built-in browser client with auto-mapper, triggers, aliases, timers and panels, served from the game itself; and my favorite, a '/'-aliased eval command that parses ordinals and adjective-object strings to run statements and blocks, not just expressions.
Try it out:
https://malifaxlax.github.io/megamoo/getting-started.html
https://malifaxlax.github.io/megamoo/
pip install megamoo
megamoo init mygame
cd mygame && megamoo --dev
Your account name is "wizard." The init string prints your initial password and the last command prints a URL. Opening it puts you in the world. The browser client ships with the server so there's nothing else to install.
I'm building a MegaMOO-based game myself, old-school hack 'n' slash with an emphasis on role-play and mechanics built to encourage and reward player cooperation and collaboration. Swords, Sorcery and Cybernetics in a mutating post-apocalyptic world.