2.4 KiB
SilverMUD Design Document
What Is The Main Goal Of SilverMUD?
The main goal of SilverMUD is to create a text-based role playing game system that is setting-agnostic, where a game master can create new content through interacting with a Scheme REPL. SilverMUD will tend to favor simple abstractions for game concepts, in order to accomplish being more setting-agnostic and easy to play over the internet.
Concepts:
Worlds
Worlds are a collection of regions and dungeons, tied to a setting.
Regions
Regions are a collection of areas bundled together. This lets them be unloaded and loaded as a group, as well as providing a mechanism for dividing your areas based on locales or otherwise.
Dungeons
Dungeons are similar to a region, but differ in one crucial way; they are instanced, allowing for a single player or party (or potentially multiple) to enter a copy of the dungeon, allowing for setups similar to a MUD or MMO, or easily reusable encounters.
Rooms
Rooms are the dungeon equivalent to areas. They are separated purely to strengthen the distinction between dungeons and regions; this may change to add additional functionality
Objects
Events
Players
Abilities
Settings
Settings are a combination of definitions of items, custom rules, and other miscellaneous things like common description strings and enemy types. It's somewhat analogous to a sourcebook or rulebook for a traditional table-top RPG, allowing the game to take on different forms and settings depending on which ones are being used. These are loaded as Scheme files in a world.