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8

The %attacker% approach can be extended to include some information other than just the names of the objects: The verb may be singular or plural. This depends on the subject. "You attack X" (singular 2nd person subject) vs. "Extrakun attacks X" (singular 3rd person subject) vs. "The goblins attack X" (plural 3rd person subject). Most verbs just need an -s ...


6

MUDs typically have a text interface accessible via a simple TCP stream. Developers who wish to write game logic in arbitrary languages could simply have their programs interface with the MUD back-end via that text interface. Let them log into pseudo-characters and send text commands to the back-end, and receive results across that existing interface. ...


4

Instead of having a single string, and trying to substitute into it properly, you could have a whole set of them. Start with the objects. You know, when creating the mob, what to refer to it as. You can give it a specific property, separate from it's name, for substituting into attack strings. Weapons can have multiple strings for variety, and can substitute ...


4

There is a set of modules for Perl starting with Lingua::EN::Inflect that deals with these issues. Even if you're using a different language, the API choices made might help you frame your own design.


3

If your room layout is consistent enough (all connections are the same length and can be traversed in both directions, and no rooms overlap), this is a simple exercise in recursion. Here's a quick piece of code that should do it: var offsets = { "N": [0, -1], "E": [+1, 0], "S": [0, +1], "W": [-1, 0] }; // recursively plot the locations of ...


2

You could provide players with some easy to obtain equipment to see in the dark (a torch, for example), but discourage its use for advanced players by making other equipment options available which result in superior character performance, but do not have the light perk. An easy to acquire torch, for example, could be useful as a weapon itself in the ...


2

You could have alternative, very short, vague descriptions of locations for use at night. Also available interactions with elements of the room could be different. This way the player could be able to for example notice that there is some road sign pointing to some important location (which might be the city) and during day the player could be able to read ...


2

You could allow combat commands as they come in and then add a time delay after commands based on how long they would take to execute. Dragonrealms uses this method for combat as well as many other actions, it is called Roundtime there. Heavier weapons get a greater time and you can reduce it, but not eliminate it with strength and agility.


2

The way I handle this is through a large set of systemry that, among other things, involves modeling the message as a data structure rather than a string. The values for the attacker and the defender are their actual objects; the verb ("inflict" in your message) is marked as such, and knows the object for the person performing it, so that the message ...


2

There is - and can't be - a system which accepts any language. After all, to achieve that goal, somebody would have to add compilers or interpreters for languages like Piet or Befunge. While this is certainly possible for any given language, it's not possible for all of them - while you're implementing them, somebody will just invent a bunch of new ones. ...


1

Short answer: No there is no mud-engine that accepts any language. There is probably nothing at all that accepts 'ALL' languages (except for the keyboard and still I'm not sure). That said, I'd suggest that you make the core (the engine) in whatever language you want and then offer bindings to the most common languages used, for example: Lua Python Java ...


1

I'm not sure what use you'd find with screenshots! Ultimately it's just plain text, and you are going to be given a menu which is a list of whatever is changeable for that entity. You pick your option, enter a new value, repeat. There are 3 or 4 different brands of OLC for MUDs and although the presentation is slightly different for each, they're all pretty ...



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