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Features

The following is a list of implemented or planned features for the BabbleMUD code base. Features in grey are still being implemented.

The list is a work in progress itself - expect things to change as development continues and as we get around to adding more :-)

Technical, Administrative Features

  • Core functionality written in C++.
  • Uses the Lua scripting engine for handling game logic and area-scripts.
  • Developed from scratch: not based off of any previous code-base.
  • Supports Mud eXtension Protocal (MXP), MUD Client Compression Protocol (MCCP)
  • Networking and DNS lookups handled in separate threads: network operations do not cause the server to block.
  • Full online building/administration support, via web server and in-game commands.
  • Can (mostly) convert SMAUG 1.4 areas.
  • Changes to configuration files are backed up incrementally: it is easy to go back to the configuration at any given date.
  • Integrated web server - easy access to who list and other MUD information

C++-Specific, Compilation

  • Successfully compiled on Unix-based platforms, Win32 (Visual C++ 7.0) and Cygwin.
  • Compiled using g++ 3.4.1 for even stricter C++-standards compliance
  • Supports precompiled headers for faster compiles (g++ 3.4.1)

World, Area & Room Features

  • Powerful scripting for interaction with the world and its inhabitants
  • Coordinate-based rooms to change combat dynamics

Gameplay Features

General Gameplay

  • Multi-lingual: players can choose which language their MUD output will be in:
    • Currently supported languages: English, French
  • Rich character development:
    • Players are free to pick whichever skill path(s) they wish
    • Complex skill tree system: skills can have prerequisites (stats, or other skills)
    • Attributes improve with your skills
    • Rich set of races, each with strengths and weakness
  • Vehicles that can be entered, destroyed
    • Travel inside a carriage
    • Sail upon small boats or great ships
  • Powerful greet system
    • Characters only see each other by name when names have been exchanged
    • Characters can guess the class of others based on their appearance
    • Characters can disguise themselves and fool other characters
    • Players can manually assign classes to others: wearing a disguise will not fool you if you recognize their face
    • Players can manually assign names to others: even if they don't give you their name, you can still recognize them

Economics

  • Store prices vary according to supply and demand
  • Intricate crafting and industry: raw materials are obtained, then processed and finally made into finished products
  • Store supplies is dependent on a supply and manufacturing chain
  • Player-run stores

Politics

  • Factions compete for control of cities, resources, land...
  • Reputation: what you do affects how other factions perceive you
  • Rich faction dynamics: faction relations improve or worsen based on how their members act and diplomatic action between leaders
  • Players can participate in faction leadership: set policies, taxes, etc.
  • Factions populated by NPCs

Player organizations

  • Players can organize their own groups
  • Player groups act as factions: e.g. players can take over cities like factions can

Rich non-player character interaction

  • NPC disposition towards players changes with player repution, race, class, appearance, gender...
  • Regions & cities have a large base of local rumors for NPC dialogue.
  • NPC's discussion topics vary according to race, gender, profession...