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Brandon Buck edited this page Sep 30, 2016 · 2 revisions

What is Dragon MUD

Dragon MUD is an accessible game engine for building and running text based MUD games. The engine is highly customized and non-standard to MUD communities with a focus on enabling players of all experience levels (in-game) from new characters to hardened warriors to fight the menacing beasts of the world that lives in your imagination.

To accomplish this Dragon MUD merges ideas from existing MUD games, pen and paper RPG games it draws base inspirations from and modern game concepts for both single and multiplayer play.

It's important to note that Dragon MUD is an extremely early stage. What is said here is not necessarily implemented yet and may be subject to change when the systems are implemented. The best efforts will be put forth to maintain current information in this wiki but still bear in mind the incredibly early stage of this project.

How does it try to achieve this?

Dragon MUD will be shipped with some behaviors it considers standard. These will be moldable into a structure that can be leveraged for multiple purposes or outcomes to an extent. I will detail these systems at their core in the most basic they've been through.

To begin with, Dragon MUD centers around heavy RP/story driven gameplay. So much so that the goal of the engine is to allows players to completely shape the game world as they see fit. Forests can be razed, mines could be dug and many other methods of transportation from direct player driven efforts or a more pre-determined and intentional transformation cycle. Destruction is not the only goal of the engine though as some resources are renewable and can be maintained and gathered responsibly or planted to create a forest.

Through a phasing system the engine allows builders to craft different versions of the same room. Perhaps one version represents a desert, with stages from the barren emptiness to a small oasis town. This growth can be achieved by progressing the player through the phases individually or per world effort. This gives you the freedom to control world growth and change and players can experience the outcome of their decisions.

As a story driven engine "major bosses" (which will be a way to denote special mobs) are intended to be one time boss fights that allow players to progress in the game. One-time does not mean per player, but one-time in the lifetime of the game. Should the feature be used by you or your builders the fight is intended to drop Artifact quality items, and then immediately downgrade all future artifact drops to a lower rarity if other users want to experience "old content." How you chose to your players achievements is up to you.