DoorMUD stuff in the works [Archive] - ForumsHQ

EvanElias
Posts: 375
Joined: Mon Jul 05, 2010 12:42 am

DoorMUD stuff in the works [Archive] - ForumsHQ

Post by EvanElias »

The fully-recoded version of DoorMUD (dmud v1.xx) is coming a bit closer to reality... I still haven't started coding yet but I've been workin out some of the design on paper. Some of the sweetest new planned features:



- Built-in RLOGIN server. This means you could directly run the game from WorldGroup (!!!) without needing a Synchronet door server. It also means that you could set up an INTER-BBS networked DoorMUD game, with like 10 different WorldGroup boards feeding into the same game. This would create a much larger player pool, with many boards feeding into a single game, there'd be a lot more players on-line.



Since WG's rlogin is still buggy, you wouldn't be able to put DoorMUD rlogin on the same computer as WorldGroup, which still kinda stinks. But since it'd be inter-bbs, only 1 sysop (per league/network) would need to be running the server on a separate computer. The other sysops wouldn't need to install anything at all, they'd just hook into it with rlogin.



- Everything will be editable. I mean everything, right down to most game text, commands, the stat/attribute systems, etc. Most of the more complex stuff like that will be editable via a scripting language of some sort.



- There will definitely be third-party module support. This means anyone will be able to create and distribute their own modules for the game!



- Everyting that sucks in DoorMUD v0.9x will be improved/removed/replaced. Stinky older game areas will be totally reworked. And it'll be easy to disable monster fights, if that's your preference to make a scripting-friendly game. (and since all the game text will be editable, it wouldn't be too hard to make the game compatible with MegaMud)



- Same ridiculously low price tag. (in fact, if you already reg'd DoorMUD v0.9x, you won't need to re-register or pay any upgrade fee)



My overall goal is to make DoorMUD v1.xx be a very versatile game that appeals to all MUD players. The rlogin support will allow WorldGroup users to play it; the door support will allow non-WG bbs users to play it; and a telnet server will allow internet mudders to play too. All at once, in the same game, too... there's concievably a *very* large player pool.



The only down side is that I probably won't have anything releasable for over a year... but it'll be worth the wait...





In the mean time, DoorMUD v0.99 (the last release before the recode) is in the works and will be released sometime this month. The game's editor will now support class and race editing, and also an option to scrap the stock game world and create a new one from scratch. v0.99 also will fix the handful of minor bugs that have been found & also add some other small improvements.



For those of you who were looking for an active DoorMUD game, hit up telnet://theroughnecks.net , usually a few players on regularly at night. They're currently running standard DoorMUD (4 node max) but are upgrading to dmud Pro in 2 weeks. That bbs also has my new Trivia door (it's like Farwest but costs 1/30th of the price) on their chat menu, give it a look if ya get a chance :)
Aragon
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Joined: Fri Jan 19, 2001 6:00 am

Re: DoorMUD stuff in the works [Archive] - ForumsHQ

Post by Aragon »

it would be more popular, i think, if it could run stand alone.... accept telnet connections directly into the game. That's the way real muds are anyway ;)
EvanElias
Posts: 375
Joined: Mon Jul 05, 2010 12:42 am

Re: DoorMUD stuff in the works [Archive] - ForumsHQ

Post by EvanElias »

whoops, I should have been clearer about that, a telnet server is going to be included too (telnet and rlogin are fairly similar protocols, if you implement one server it's easy to implement the other). As said above, the game will have a large potential player base since it will be able to accept telnet connections, rlogin connections, and door connections simultaneously :)
Yes
Posts: 84
Joined: Mon Jul 28, 2003 5:00 am

Re: DoorMUD stuff in the works [Archive] - ForumsHQ

Post by Yes »

roughnecks seems pretty cool, game is too big, if they reset with lotsa users, i'm all over that...



but i don't like playing games where all the good shit is gone already
EvanElias
Posts: 375
Joined: Mon Jul 05, 2010 12:42 am

Re: DoorMUD stuff in the works [Archive] - ForumsHQ

Post by EvanElias »

there aren't many limited items in DoorMUD, and the few that are limited, aren't vital to having a good character...
Rust In Peace

Re: DoorMUD stuff in the works [Archive] - ForumsHQ

Post by Rust In Peace »

shrug.. every time I played, Ray would sweep thru the game first picking up all the lims and having a godly char.
EvanElias
Posts: 375
Joined: Mon Jul 05, 2010 12:42 am

Re: DoorMUD stuff in the works [Archive] - ForumsHQ

Post by EvanElias »

most of those items that ray grabbed weren't limited... it's just that he hit all the bosses and quests first, and some of those take a while to regen. (btw, any player could do that if they had previous playing experience, it's nothing unique to ray)



and that's only a problem on a *newly-reset* game... on an older game like on Roughnecks BBS, all of those lower-level quests will be regened, since most of the players are well past those quests by now...



btw, item-hoarding is just about non-existant in DoorMUD, it's designed that way on purpose. Most magical items don't even drop for classes that can't use them (ray got around this by having multiple characters of different classes, but most boards don't allow this). Also, if a player is inactive for 2 weeks, their limiteds get automatically reindexed.
Yes
Posts: 84
Joined: Mon Jul 28, 2003 5:00 am

Re: DoorMUD stuff in the works [Archive] - ForumsHQ

Post by Yes »

ring of necromancy (very essential for boss fights, and etc.) most likely gone

ruby-studded or ring of warlords, either of those would do, and 10 people over level 13 should have all of them taken.... most likely gone or a long wait to get

onyx ring DEFINITELY gone

any of the runes, DEFINITELY gone....



i think that all of those items are essential for a successful doormud character :P, and with none of those items, you're in a shitcrick
EvanElias
Posts: 375
Joined: Mon Jul 05, 2010 12:42 am

Re: DoorMUD stuff in the works [Archive] - ForumsHQ

Post by EvanElias »

Originally posted by Yes

ring of necromancy (very essential for boss fights, and etc.) most likely gone

ruby-studded or ring of warlords, either of those would do, and 10 people over level 13 should have all of them taken.... most likely gone or a long wait to get





None of those rings you mentioned are limited... they're all a 35% drop rate on monsters that regen every 10 to 15 mins... so you could definitely get one very easily :)





onyx ring DEFINITELY gone





Most players don't know this, but you can actually get up to 5 Onyx Rings per game. The first one is easy to get; for the others, the drop rate on the quest start item (from the Goblin King) drops to 1%. He regens every 10-15 mins, so if you set up a simple script in his room, you'd have one in 24 hours :)





any of the runes, DEFINITELY gone....





that one's probably true :(
Yes
Posts: 84
Joined: Mon Jul 28, 2003 5:00 am

Re: DoorMUD stuff in the works [Archive] - ForumsHQ

Post by Yes »

so contradictory...



you're the same person who said that the game isn't designed for scripts (i know you meant scripting like majormud style, but scripts nonetheless :P)



also, up to 5 rings, but you said on the website that you rarely see more than 1 per game...



and the first rings.. unlim?



plus that bbs u showed has 300MF per day, WAY too much
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