NakedMud: Content-less MUD engine
For the aspiring MUD administrator with a vision, starting from a well developed
codebase can be quite a hassle; stripping out all of the existing systems
that conflict with your vision - like stock combat, magic, or currency - can
be more trouble than it is worth. Likewise, starting right from scratch can be
just as much of an onerous undertaking. NakedMud aims to let you start right
from where you want to - a richly developed codebase without any game content.
NakedMud's goal is to provide a richly developed base containing no actual game
content or mechanics. NakedMud also aims to be easily extendable, simple to set
up, and full of utilities that will be useful to any development team,
independent of the MUD they are working on. Such utilities range from those
focused on designing game content (e.g. fully functional scripting
language, OLC for building), to manipulating game content (e.g. object
get/put/etc, character movement), and to programming new modules for your MUD
(e.g. generic data structures, hook, event, and action handlers, a suite of
tools for easy storage and retrieval from files).
Many thanks go to Brian Graversen
for writing SocketMud
, on which NakedMud was built. NakedMud is written in C, and uses Python
for scripting. The latest version of NakedMud can be downloaded below. NakedMud is public domain; it costs no money to use, and comes with no licencing restrictions. NakedMud requires gcc >= v3.0.2 (other compilers untested) and Python >= v2.3. Startup instructions are contained in the docs folder of the download.
NakedMud has a wealth of very useful information in very out-dated manuals. I
am currently undertaking the grand project of re-writing updated manuals for
building, scripting, and programming in NakedMud. Since there are already basic
(outdated) scripting and programming manuals, I am beginning the updated
versions with a comprehensive guide to building. From there, I will go to
scripting, Python programming, and finally C programming. This will be an
ongoing project. The fruits of this work can be found here
|| Release Date
||Apr 7, 2009
||Apr 5, 2009
|Version 3.7.9 (3.8 pre-release)
||Mar 2, 2009
||Dec 6, 2008
||May 31, 2008
||Oct 15, 2007
||Sept 22, 2007
||Dec 24, 2006
|| Jul 9, 2006
|| July 1, 2006
|| Dec 4, 2005
|| Oct 7, 2005
|| July 31, 2005
|| July 6, 2005
|| June 18, 2005
|| June 4, 2005
|| May 27, 2005
|| May 12, 2005
|| May 8, 2005
|| Apr 24, 2005
| Version 2.0
|| Apr 15, 2005
| Version 1.5
|| Jan 29, 2005
| Version 1.4
|| Jan 18, 2005
| Version 1.0
|| first public release of NakedMud
|| Dec 26, 2004
NakedMud has an active development community. We have a mailing list that can be
taken advantage of to keep up to date with announcements, bug reports, general
Q&A, etc... To subscribe, send an email to
From that point on, you can email messages to the group at email@example.com
Some of us also hang out on IRC to talk about development plans, general banter,
and to work through questions for new users in real time. You can find us at
Various resources for programming in NakedMud, with particular attention to the framework for modular design within the codebase. These manuals are incredibly
useful, if not a little outdated. I am currently in process of rewriting these
manuals so they are a little more relevant to current versions of NakedMud.
Programming with NakedMud
- Basic introduction to the codebase
- Comprehensive tutorial on modules, auxiliary data, and storage sets
Python in NakedMud
- Introduction to programming with Python
Here are some additional resources. Some of the modules may be out of date, and
will not function with the current version of NakedMud without minor changes. I
try my best to keep them all updated, but no promises. So think of them more as
demonstrations rather than things that will work out of the box. Modules are
roughly ordered by 'coolness'.
- Allows room contents and state to be saved across crash/restart
- Module for NPC interaction. Allows for extensive scripting. Includes OLC editor.
- One-time and repeatable quests. Allows for extensive scripting. Includes OLC editor.
- A mail module written in Python. Requires Stendec's PyOLC.
- Python module supporting spendable things. Money, experience, questpoints, etc.
- Python module for player and NPC actions. Supports restriction-checking and cooldowns.
- Allows web browsers to fetch game information (v3.1 compatible).
- Open-ended, extendable system for character, object, and room affects.
- Extends affects module. Allows objects to grant players affects when worn.
- Allow mud crawlers to extract information about your game.
- Adds a new item type for edibles and drinkables via Python
- A simple, open-ended system for adding stats to characters and npcs.
- A simple bulletin board system written in Python.
- Allows admins to execute shell commands from within the mud.
- A Python script that will automatically reboot your MUD after it crashes.
Questions, comments, and concerns should be directed to
My own personal
NakedMud project can be found here
NakedMud is written and maintained by Geoff Hollis
. NakedMud is is free, and you can do whatever you want with it. That said, I won't turn down donations! If you think it's worth the fee, a meagre $5 can go a long way to brighten my day.