History of Badlands

Wiseblood's Views -

The project called Badlands started out as many things to wind up where it is. A complex web of people spanning a few select muds basically got together and decided they wanted their own version of a world.

For me the idea started when a mud called "Pandemonium" went the way of all things, and ended. The mud itself was great and had hundreds of ingenious things worked into it, making it one of the best muds I have played. The thing which ended it probably has killed more muds than any one person can count, and that thing is a lack of time, concern, ambition to continue working on the mud. Many people hoped of reviving the mud, but that never happened, so then I migrated to a mud called "Discordia", where I worked as a builder and met Malcor. As I built I found a few "Pandemonium" refugees, like Dankar, and got some of them to build with me. Eventually I realized that the mud was going the way of "Pandemonium" when the implementers began to show a lack of ambition, concern, etc. One person named Creeps convinced me to try and code a special for a mobile that was the beginning of my coding. I then thought of the possibilities of coding and what I could do for "Discordia." As I self taught myself C Dankar and I brought the mud to a decent state. After almost a month of work the head implementer came back and basically said what I did wasn't needed and wanted to change everything. Although it was his mud, it disappointed me that my work was so undervalued as well as my opinions. Malcor then approached me one day and wanted to discuss the possibility of our own mud, where we could call the shots. I loved the idea and Badlands was off with the help of a few people who followed me. So taking our own ideas and merging them with ideas of old, from previous muds, such as "Pandemonium" and "Discordia", we began constructing our world.

We never wished for Badlands to be run by Malcor and I alone, but wished for a democracy where everyone's opinions were valued. That's what we always hope to be.

-Wiseblood

The Growth of Badlands

Dankar's Views -

So this project started, and I couldn't have been more overjoyed to have dedicated people working on it. Malcor coded in major items, such as re-doing the fight code, changing the mud to 128bit, and fixing the other 100 major bugs that stock circle mud comes with. Wiseblood went for the spells, skills, smaller bugs, and the "looks" of the code, such as the score, who list, etc. Next came my part, the world, but I was not alone. First it was a unanimous vote from Wiseblood and I that all zones would connect well and we would not have a single bad zone in the mud. After this, half of the stock zones were thrown out, we had a few zones from Discordia we built, and we started. The connections came first, and up to 10 rooms were often added to make zones flow and connect, the world was laid out, and put togethor. Soon the hunt for zones came, and we found every Merc, Rom, Mush, and Diku zone out there, only putting in the good ones. As Wiseblood worked on positioning the rooms, spending all 1500 hours of his time before the first pwipe on that and re-doing rooms, I re-did descripts. Room through room I fixed everything in almost all the zones, except for a few exceptionally bad ones, which were thrown out. After almost 800 hours I had re-done possibly near 1000 descripts, and ended up adding six original zones built by myself. Malcor, although coding offline, racked up 200 hours of pure coding time online, and fixed almost all the bad circle code and adding an un-godly amount. Now came time for a pwipe, as Malcor soon tackled the HUGE project of changing the mud to 128-bit. It took us only 1 month to do what other muds had done in years.

The pwipe is done, we are back in business, and have a new recruit, Kain. Wiseblood started coding more and more, getting better and better, and the layout of the world was pretty well finished. Now came re-doing every mob, as we had race modifyers, class, multi-class, new exp charts, and new gold standards to re-do. Every mob was then touched by hand, EVERY mob, and finally after Kain, Wiseblood and I had worn out more than several keyboards, we were done with the mobiles. Malcor was still churning out code-projects, and building us a brand new server which we thereafter moved to. First, although came Winter, one of my old building friends from Pandemonium, and an excellent player. He brought nigh 300 original rooms with him, and lots of experience, which no mud can pass up. So we moved... after only 3 months!

This is where we currently are, and now it is time to do all the objects in the game, modifying their weights, stats and materials. Wiseblood soon put in a new hit equation, making eq weight, dexterity, strength, intelligence and hitroll come more into play when hitting a mobile. Also, I currently have a 120 room zone that is almost complete, and a new newby zone coming in. Objects are next, and god save my soul they will all have to be touched by an (im)mortal's hand before the mud can open. Soon the objects will be done, 2 new zones from myself, 2 new zones from Winter, and a new zone from Wiseblood will also contribute to the world. So come visit the fruits of over 4000 hours of labor in 3 and a half months.

-Dankar