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Good example of a co-ordinate based mud - WheelMUD - A C# MUD Server - Forums - WheelMUD - Design [message #465] Sun, 22 March 2015 11:45
Karak is currently offline  Karak
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This thread originates from prior WheelMUD forum software archives. It has been migrated here to preserve the contents.

Post by slowreflex (22 Jul 2012 05:04 PM):
I've been doing a bit of research on different muds around that are innovative. One I stumbled across is God Wars II. It has some pretty innovative stuff in it, but they bit I thought was most interesting is the co-ordinate based movement (instead of room based). They do have a small GUI that goes a long with it to make it work better, but it's not mandatory. I've always though that room based doesn't heed itself well to ranged combat. However co-ordinate based muds have downsides as well, like added confusion. Anyway, check it out if you are interested in the topic.
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Post by Karak (24 Jul 2012 06:35 PM):
Last time I looked, it was tough to find the ones that were innovative. (The vast majority seem like they copied codebase X and made a whopping man month of code tweaks to it.Wink I had seen a couple cool ones though.

One had a randomly generated dungeon for modern PVP ranged-room combat - I think it was called Ground Zero. Nobody had persistent progress, so everyone was at the same starting point each time someone "won" and the world reset (to a new random config). IIRC the rooms had coordinates but it's not really what you're talking about.

Aardwolf is one I played for years and checked out a year ago and they're still making new features all the time. They've got an ASCII minimap autogenerated according to what rooms/doors are attached. They've also seen enough builder activity over the years to go and remove every stock zone from their world. I liked their remort replayability strategy.
I liked the uniqueness/detail put into the Iron Realms worlds, but being paid to code instead of running fully by volunteer Quote:
ought to
breed a better than average product.
I've seen a couple telnet games with either actual roguelike minimap in the corner which just stays drawn there as another area scrolls with typical text, and I've seen full-blown roguelike filling the whole telnet screen.

One great strength with the WheelMUD code base is that one could take what we've got and just use whatever layers they want. IE one could take our telnet implementation and account creation/login systems, ignore all our room behaviors and such, and just implement a roguelike instead; Stripping something as fundamental to most MUDs as rooms from the engine does not at all require a fundamental rewrite of the core code! (Of course writing all the functionality needed for roguelike mapping, scrolling, and so on would take a lot of individual work that is not in our v1 plans.Wink

Post by James (11 Aug 2012 07:43 AM):
I like the concept of a coordinate-based MUD, as I have this utopian dream of a game that can be played both as a text MUD and with an MMO-like graphical client. (The text mode would be mostly tailored to people who enjoy scripting and get in trouble for it on other MUDs.Wink But I must say I was never really taken in by GodWars II or the few other coordinate style MUDs I've encountered.
It seems difficult to do without either spamming the user with status updates as they move around, or giving the impression that they're drifting slowly through the vastness of space. At least those were my impressions. Smile
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