tbamud/README.md

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***Files for Dark Sun MUD.***
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Dark Sun MUD is a continuation of tbaMUD/CircleMUD, which is built on DIKU MUD.
The code here is freeware to honor that tradition.
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Due to the sensitive nature of topics found in this setting, all characters and
players are 18+. The game world is based on the D&D campaign setting Dark Sun
(as close as possible).
Roleplay is highly encouraged, but not enforced.
Features in Dark Sun MUD Alpha release:
* The city of Tyr is available for exploration
* Experience points and levels are removed in favor of skill based progression
* Initial skills/spells based partly on tbaMUD code and Dark Sun 5e conversion
* Expanded emoting system for roleplay
* Permanent character death - aka. hardcore mode
* A hybrid "5e-like" system where:
- [ ] Legacy THAC0 systems are removed in favor of the modern 5e system
- [ ] Your skill level translates to a proficiency bonus on a per-skill level
- [ ] Saving throws are based on 5e rules (if your class has them, you do)
- [ ] Your spell save DC is 8 + skill profiency + ability mod for your class
- [ ] AC and to hit d20 rolls typical of 5e, capped at +10 to hit and +8 to AC
* QUIT room flags to designate a room safe to quit in, as well as quit ooc <message>
* SAVE room flags for players to drop their loot in (such as an apartment or barracks)
* NPC's can be equipped with items and their prototypes saved for quick future loading
* Rooms can be saved with their objects and NPC's to be loaded on the next boot
* Converted action descriptions to main descriptions for items
* Mapping command now supports new terrain types
* Rent system has been removed so players do not need to pay to keep their items
* Furniture items now allow items to be placed on top of them (a mug on top of the bar)
* Think, feel, and OOC commands for roleplay purposes
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Features to be implemented in the next few releases:
* Race selection based on Dark Sun
* The Merchant Calendar and moon cycles
* Heat based on time of day increases/decreases, changing hunger/thirst levels
* Sandstorms
* Shaded rooms
* Criminal system for cities and jails
* Basic Psionics
* Basic crafting system
* Continued skill and spell improvements
* Apartment rentals for storing your loot
* Account system for tracking players/characters over long periods of time
* Quest system to increase or decrease notoriety
* Additional zones/cities based on Dark Sun world map
* Resources on the world map can be claimed by different city-states
* Claimed resources improve quality of armor/weapons/food/prices available
...and down the road:
* Change to SQL database on the backend
* Python abstraction layer for modern scripting support
* Discord server integration for ticketing and community
* Full documentation for admins and easy to follow improvement guides
* ...something else I haven't thought of