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elcome
News
While I am still making progress on the MUD, it
is taking me a very long time. And I still would LOVE some
help with creating it! So, if you know anyone that can
program C++ or is excellent at writing, and wants to devote some dependable
time to creating a high quality game - then PLEASE let me know.
Also, please visit our NEW development forum at:
arcanum.forumup.org I hope this will give you a better picture of
what to look forward to. I hope you can continue to be patient and wait
for the new game!
Be sure to check back often for more information!
Lanthum
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There will be some
tried and true fantasy races like Elves and Dwarves, as well as some original
races. Soon I hope to have some original artwork up of our races.
Watch here for more info.
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No "classes" or
"levels" as defined by the typical MUD. Players will gain different
skills and spells and develop them to greater proficiency levels within the
game, and this is what will define their character. Players can use
whatever title they want to call themselves - they won't be restricted by a
class title by the game.
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Player run Cities,
Guilds, and Clans.
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Player owned Shops.
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Descriptions of rooms
will be dynamic based on the time of day, and the season.
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An intensive Combat
system that will include "postures", and advanced "skill chaining" to obtain
more realism and in-depth heart-pounding Combat sequences!
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Players can teach
each other skills and spells. This will be based on certain requirements
for each skill/spell. The teacher will need to master the skill/spell
enough to a specific level first, and they both will have to spend enough
time working together.
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Skills/Spells can
only be learned up to a specific proficiency. After that, they will only
increase with use.
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Skill/Spell knowledge
will "atrophy"
over time without use - meaning you will slowly forget how to do skills/spells
if you don't keep up practicing them. This will be based on many
different factors.
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An immersive and
detailed Magic system that includes casting times, delays, and targeting.
It will make more sense why magic is so powerful, but still has it's limits!
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Characters will age,
and will change with the aging process based on their Race. For example,
Elves will get smarter with age.
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There will be some
form of "permadeath"
- where your character dies completely and does not come back to life. I
am not certain on the specifics of how I will implement this just yet.
But I know that it will be gradual over time - new characters won't just die
and be gone right from the start. It may just coincide with the aging
part mentioned above. Look for more information about this here in the
near future.
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At character
creation, your character will be assigned a few randomly selected Skill
and Race Quests that he/she will have to complete. These quests are very
important and will need to be completed for the character to advance to certain
Skill/Guild/or Race levels. Eventually I hope to have enough quests, that
although repeating will happen, that it will be possible to make that same kind
of character several different times and not see the same Quests.
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Automatic Events run
by the Mud (this is usually called "scripting" or an "Event Queue" on
Mud's). What this means is that actions and reactions will be handled
more smoothly, and will allow for an even greater range of possibilities.
A simple example of this might be: open this door (which triggers
a trap mechanism) and 8 rooms later you find the bridge over the underground
river has been cut. But find the trap and disarm it, and the bridge is
fine.
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NPC's (Non-Player
Characters) will have inventory items that make sense. No more finding "a
really big bad sword" on a little puny rat. If you come across a citizen
in a city, they will carry appropriate items for their description.
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Objects can be
crafted by players. Objects can be given magical qualities by players as
well.
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