If this discussion gets heated or deemed invalid, I wont be upset about it being deleted.
Recently, since I have been trying to put in more and more harder things into my MUD. I have been stymied by code issues because I am a duffer. I am not a programmer, I just try and learn how to do it best I can.
I loaded up Grok Bot and pumped the MUD up to it. It analyzed the MUD I had modified for a few years on my own and found many glitches, memory leaks and even potential crash bugs. All in about 10-15 minutes.
To me this is a tool, no different from using a program to check core dumps or a paint sprayer instead of a paint brush to paint a room.
I would say it makes it easier for non-programmers but in a week. I have fully integrated a Remort System for myself. I have incorporated with Grok Bot's help, a class system that is based on the Envy/Ultra Envy system. Flat text files that let you direct edit the basic things you need for a Class, skills, XP costs, how many HMV you get each level etc.
Also a lot of small things as well. Such as improving my Healing Trigger into a spec proc.
The Big Finish will be hometown code. Something that Envy/UltraEnvy had 25-30 years ago and for some reason is seen very rarely and the only snippet needs a lot more coding to make it work. I will have it when I ask Grok Bot to do it, in about 20 minutes to a 1/2 hour and ready to add new Towns.
With 654 Zones in TBAmud, I am kind of amazed no one has wanted to do it much.
Shout out to NukeFire, they are one of the very very few MUDs I have seen that uses Hometowns.
Anyways, for me, this is great for my hobby level attitude. When I pass away someone will find many zones and probably many muds on my computer as I will never put my stuff online.
So anyways, I am interested in what others think about using AI to program a MUD.
Just a guy coding a mud at home for no reason but the challenge.