Subj : MUD design To : mark lewis From : James Barrett Date : Fri Nov 04 2016 13:54:21 > >04 Nov 16 09:49, you wrote to All: > > JB> I didn't see a MUD echo, so I hope it is OK to talk about MUDs here. I > JB> am currently designing a MUD from scratch. I have no code yet, but > JB> rather writing down all the different use cases and features I want in > JB> the game. Basically I want to be able to use the mud engine to create > JB> any kind of text based adventure. > > JB> What are the coolest features you have ever seen in a MUD? > >i have no idea what would be considered as a "cool feature" let alone a >"feature" in a MUD... moving, looking, taking, dropping and various forms of >fighting are all that i'm aware of... even finding hidden passages but these >are all things in the traditional MUDs like adventure, rogue, nethack, colossal >cave and similar... there may or may not be special quests and puzzles, >riddles, or word games to figure out to achieve some goals but they're all >about the same... choose your character race and skills and then play away... > >)\/(ark > Hidden passages and objects are cool. I am thinking more of game play elements that you might not find in a traditional mud but would be cool to have. I want to add a feature which allows a user to log in a create multiple characters, something you see in modern MMOs. The muds I have played forced you to create new accounts, and some would ban you if they found out you had multiple accounts. I wrote a simple door for my BBS that displays a multi level dungeon in 3D using ASCII text. I was thinking of doing something similar in the mud whenever you go lurking through a dungeon. I'm also considering something like instanced raids. I'm sure other muds have them, though I haven't played them. --- SBBSecho 2.27-Win32 * Origin: Time Portal - timeport.synchro.net:2112 1:322/764 (1:322/764) .