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...
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