I had a number of different ideas for the original soulkeeper mud, but they never came to fruition, either because someone didn't agree with them, or I didn't have time. Now I control the direction and features of the mud, it can be what I originally envisioned. I'll go through each of the developments as I complete them, but as a summary, I'll list the major changes proposed (but not yet developed). The general theme is a diablo style mud, for a lot of replayability. A few features of World of warcraft (which I played for a while, but not anymore) are also in there.
Item Generation: All item drops from mobs will be random. The Items will be randomly created on the fly. Items have different types of rarity, just like Diablo/WoW. An item can be common, magic, rare, set or epic. More detail about this in the next post.
Areas/Room generation: This will be a combination of two types of areas. One area is an instanced dungeon, so you (and your group), have your own area without interference. The other is a wilderness area with randomly generated mobs, the number of which will be determined by how many players are in the area. More detail to follow.
Add critical damage events to combat: every damage hit has a chance to cause double damage.
Add MCCP support (compression protocol).
PvP Arena Battle leagues for different level ranges. Probably every 5 levels. Automated battle calls. Custom battle arenas.
Spell casting is no longer instant, there is a wait time for every spell, in which they can be interuppted so the spell takes longer. Spells do more damage in general.
New Classes / Skills. Max character level will be 50.
Features exist in the original codebase:
* Clans
* ANSI Color
* Auctions
* OLC (on-line creation)
* PvP arena battle system
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