Player Skill And Combat

By drakkos

The combat system here is still a bit ropey, but I wanted to blog a little bit about the design of the system and what the overall intention is. First of all, I believe MUDs should be about more than your character’s skill. That should be a part of it, of course, but it shouldn’t…

Theme Is A Harsh And Demanding Bitch

By drakkos

To my mind, theme is one of the most important features in a MUD. Without a consistent theme, there is no real sense of immersion. I know some MUDs jump from theme to theme between areas, letting people pinball from sci-fi to fantasy to western to the modern world simply by traveling to another zone.…

On Crafting

By drakkos

I’ve never really seen a crafting system I genuinely like in a game. They all have bits I like, but they never really gel into a proper whole for me. As such, one of the things that I’m most interested in exploring on Epitaph is the possibilities of a genuinely expressive crafting system. While there…

Cinematic Gameplay

By drakkos

I loved Left 4 Dead’s director system – it’ll be of absolutely no surprise to anyone who knows anything about the Director that Maestro is essentially a rip-off of the idea. For those who don’t know what the Director is, let me explain a bit. The Director is something akin to a ‘drama generator’ in…

Some Thoughts On Alpha Testing

By drakkos

So, Epitaph just reached one of the more significant milestones in MUD development – actually being something worth (in my view) opening up to players. Other MUDs probably don’t place quite such a premium on this, but when you come from a MUD like Discworld which has a truly vast, detailed game world, it has…