NewMUD
Adding a generic list of mud features to check off.
- Room Name: A short and descriptive name for the room.
- Room Description: A detailed text description of the room, including its ambiance and notable features.
- Dynamic Descriptions: Adjust descriptions based on time of day, weather, or events.
- Exits: Define valid directions players can move to and the corresponding connected rooms.
- Hidden Exits: Include secret paths or exits that require discovery or specific actions to reveal.
- Locked Doors: Include doors that can be locked and opened with the proper key or picking.
- Room Items: List objects that players can interact with (e.g., furniture, tools, treasures).
- Interactive Objects: Objects that respond to specific commands (e.g., “open door,” “read sign”).
- Dynamic Events: Support for triggered events or changes (e.g., a trap activates when a specific object is touched).
- Weather Effects: Alter room descriptions based on weather conditions (e.g., rain, snow, or fog).
- Time of Day Effects: Alter room descriptions based on the time of day (e.g., “The sun is setting, casting a warm glow on the room.”).
- Seasonal Effects: Alter room descriptions based on the season (e.g., “The leaves are turning red and falling from the trees.”).
- Holiday Effects: Alter room descriptions based on holidays or special events (e.g., “The room is decorated with holiday lights.”).
- Resident NPCs: NPCs stationed in the room who provide dialogue, quests, or trading options.
- Wandering NPCs: NPCs that move between rooms or zones.
- NPC Behavior: Define how NPCs react to players (e.g., hostile, friendly, or neutral).
- NPC Dialogue: Define dialogue options for NPCs in the room.
- NPC Actions: Define actions NPCs can perform (e.g., “The guard stands at the door, checking IDs.”).
- NPC Inventory: Define items NPCs carry or can trade.
- NPC Quests: Define quests NPCs can offer or require.
- NPC Loot: Define items NPCs drop upon death or defeat.
- NPC Spawning: Define conditions for NPCs to spawn in the room.
- Combat Zones: Mark rooms as safe zones or areas where combat is permitted.
- Resource Points: Define areas where players can gather resources (e.g., mining, foraging).
- Puzzle Integration: Include mechanisms for solving puzzles or unlocking new areas.
- Gameplay Events: Define events that occur in the room (e.g., “A storm rages outside, making it difficult to see.”).
- Gameplay Mechanics: Define gameplay mechanics specific to the room (e.g., “The room is filled with traps.”).
- Gameplay Rules: Define rules for gameplay in the room (e.g., “You can’t use magic in this room.”).
- Gameplay Rewards: Define rewards for completing tasks or achievements in the room (e.g., “You receive a rare item for completing the quest.”).
- Room Messages: Broadcast messages to all players in the room for certain events (e.g., “A gust of wind blows through the room.”).
- Player Annotations: Allow players to leave notes, markings, or traces visible to others.
- Custom Room Creation: If supported, allow advanced players or administrators to design custom rooms.
- Room Properties: Metadata for accessibility (e.g., private, public, guild-specific).
- State Tracking: Persist room states (e.g., open/closed doors, used items) across sessions.
- Spawn Points: Define where NPCs, objects, or events regenerate.
- Help Features: Include room-specific help or hints.
- Command Suggestions: Offer guidance for valid commands when players interact with the room.
- Name: A unique name for the item.
- Description: A detailed text description of the item’s appearance and purpose.
- Item Type: Classification (e.g., weapon, armor, consumable, quest item, crafting material).
- Weight: Defines how much the item contributes to the player’s inventory capacity.
- Value: The in-game currency value for trading or selling purposes.
- Durability: A measure of how long the item lasts before breaking or becoming unusable.
- Level Requirement: Minimum level or skill required to use the item.
- Equip/Use: Ability to equip or use the item (e.g., equipping a sword, drinking a potion).
- Effects: Apply effects when used or equipped (e.g., healing, stat boosts, inflicting damage).
- Interaction: Support for specific interactions, such as unlocking doors or triggering events.
- State Changes: Track changes (e.g., "locked/unlocked," "charged/depleted").
- Transformation: Items that evolve into other items (e.g., combining parts to create a new item).
- Damage/Defense Stats: Attributes for combat (e.g., attack power, defense rating).
- Special Abilities: Unique skills or bonuses granted when the item is used in combat.
- Crafting Components: Items used to create other items.
- Resource Nodes: Items that regenerate or are gathered in specific locations.
- Quest Items: Items tied to specific quests with limited or no other functionality.
- Lore Items: Objects that reveal backstory or world-building details.
- Enchantments/Modifications: Allow players to upgrade or modify the item.
- Personalization: Options for renaming or adding unique descriptions.
- Stacking: Support for stackable items (e.g., potions, arrows).
- Drop/Pickup: Ability to drop and retrieve items in the game world.
- Barter System: Allow players to exchange items with NPCs or other players.
- Economy Integration: Participate in player-driven markets or stores.
- Inspect Command: Provide additional details or hidden features upon closer inspection.
- Persistent States: Save item status (e.g., location, ownership) across sessions.
- Ownership Tracking: Link items to specific players or NPCs.
- Help Commands: Provide guidance on how to use or interact with the item.
- Flavor Text: Include descriptive text for immersion without gameplay impact.
- Name: A unique and identifiable name for the character.
- Race and Class: Define race (e.g., human, elf) and class (e.g., warrior, mage) for diversity in abilities.
- Attributes: Core stats like Strength, Dexterity, Intelligence, Constitution, and Charisma.
- Health and Mana: Tracks health points (HP) and mana for abilities.
- Skill Tree: A progression system for unlocking or enhancing abilities.
- Active Abilities: Skills that can be used in combat or exploration.
- Passive Abilities: Ongoing bonuses or effects tied to the character’s class or race.
- Inventory Slots: Manage items carried by the character, with weight or slot limits.
- Equipped Items: Slots for weapons, armor, and accessories.
- Currency: Track in-game currency for trade.
- Attack and Defense: Calculate damage dealt and mitigated based on stats and equipment.
- Status Effects: Apply buffs, debuffs, or other temporary conditions.
- Interaction Commands: Enable actions like "talk," "trade," or "attack" with NPCs or players.
- Experience Points (XP): Gain XP to level up and improve stats.
- Leveling System: Incremental upgrades to abilities, stats, and unlocks.
- Reputation: Track relationships with factions or NPCs.
- Communication: Chat or emote options for interaction with other players.
- Guilds and Parties: Join groups for cooperative gameplay.
- Friends and Enemies List: Track relationships with other players.
- Appearance: Allow text-based customization of character appearance.
- Titles and Achievements: Unlockable designations based on actions or accomplishments.
- Save/Load Support: Retain character progress and inventory.
- Respawn System: Define mechanics for character death and revival.
- Help Commands: Provide assistance specific to character management.
Inspired by:
- https://github.com/Volte6/GoMud
- https://ranviermud.com
- https://dikumud.com/
- https://www.circlemud.org/
- https://www.last-outpost.com/
Other versions of this as well
- https://github.com/Jasrags/BaseMUD
- https://github.com/Jasrags/ShadowMUD
Thanks to:
- Dr Pogi for porting the LO pluralizer code