In 2021 I began volunteering as a Game Master (aka "Storyteller") for Starmourn, a text-based, multiplayer RPG (known as a MUD or Multi User Dungeon for you retro gamers out there) under the pseudonym 'Neritus'. Within a few months I was hired as a coder, and eventually became one of the game's co-producers in May 2021 before becoming its sole producer towards the end of 2022.
Background
The company behind Starmourn, Iron Realms Entertainment, began making games back in 1996 with their flagship title, Achaea.
Techstack
Iron Realms utilizes a rather unique techstack originating from the days where text-based adventure games were delivered over Telnet. Nowadays, however, the modern React client now utilizes WebSockets. It's still possible to connect to the game via Telnet, though!
On the backend, the game's server is handled in Iron Realms' proprietary language called Rapture (essentially a wrapper of C++) with both an in-memory and an SQL database.
My role
My work as the game's lead developer and producer was to keep the servers running 24/7, address customer service issues, develop new game systems, and create monthly promotional content for the purposes of microtransactions.
What I learned
In my time with Iron Realms, I learned a great deal about what it means to take responsibility for a live production environment and how to manage a code repository, working with a revolving team of volunteer coders.
What I'm proud of
I always enjoyed the flood of feedback from players, both positive and negative, when directing the course of the game. Their passion for the game was a strong motivator for me. I'm particularly proud of all the fresh game systems I introduced which are enjoyed by its players to this day.
While developing Starmourn, I released regular, detailed blog posts about changes coming to the game. Here's one for a system I was particularly proud of!