DoorMUD stuff in the works [Archive] - ForumsHQ
Posted: Mon Aug 04, 2003 5:17 pm
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 :)
- 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 :)