Should I develop my own QuestNet?

The one thing that appealed to me with Quest many years ago, was QuestNet. I was so set on creating an online game. I had no programming knowledge what-so-ever, and wanted to create a stand-alone MUD (i.e. Not using TelNet like many others).

QuestNet was never supported in future releases of Quest, which is why I left this community and decided to learn how to program. Quest 4 was written in Visual Basic 6, as was my favourite stand alone MUD Nightmist Online, so I figured that's what I'd learn.

I did eventually create a semi-working MUD but the code was very poor and the game lagged tremendously. I have since rewritten the MUD I set out to make, but due to being much older now and having a very busy life I decided I would turn it into a development kit for others to make their own stand alone MUDs with.

A lot of my inspiration for the development software game from QDK (As you'll see in the screenshots), and I just wondered what peoples thoughts were. I would like to revive QuestNet, but not as part of TextAdventures, or the Quest software available here.


An example of a finished game would be this (This was the final product of the MUD game I created years ago)

The big problem with QuestNet as I understand it (it was out before my time) is that there were never enough players. To make it engaging, a game really needs to have a lot of players on-line at any one time - otherwise why bother with multiplayer. My game Deeper averages 2.3 players a day, so the chances are not that good there were even two players at any particular time.

Even as a solo game, the layout is nice.
I had played a MUD YEARS back... Pre-windows...
It was just text "graphics".
I don't think it actually played like a modern MUD, just "person 1" logging in, playing for about 20 to 30 turns, then his "day" was over for an hour or a day, I don't remember. Then, after the required wait time, log back in, and play for another 20 to 30 turns.
I don't think I saw anyone else "in" the game...
Altho, it may work for the above...

I would not expect the activity that some of the newer MMUDs get... But then, for that, you would need world wide access.
AND, some major server and bandwidth...

Look at games like Achaea. hundreds of players. A basic hack and slash RPG mud isn't going to attract many players, but something designed properly, that has support for solo play would be ideal.

Yes, the layout is nice.

A game that is designed for solo player, but also allows multiplayer would be the best way.

You might want to consider using Quest 6, which is entirely in JavaScript, so should be easier to hook into.

Been developing the software in VB6 for a long time now. Decided to rewrite the development software in C#. Eventually the client and server will follow.

Old VB6 version:

C# version just started today:

Started adding the controls. Visual Studio 2017 makes things so much easier when designing forms. Resizable controls, full screen support, root menus in the TreeView, all done without yet having to write a single line of code.

Not only do I not understand why everyone is remaking Quest when they haven't finished any single project other than the web version and the desktop version before, but I also spent 15 minutes on imgur looking at memes.

Squiffy exists too. I just don't use it.

Since when is everybody remaking Quest?

MirageMUD isn't IF, it's software that allows you to create a MUD (Multi-User-Dungeon) in a similar style as the QDK 4 software.

Client mock-up:

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