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An introduction to: Dikumud

This article is taken with permission from Part 4 of the rec.games.mud FAQ, hosted at http://www.mudconnect.com/mudfaq/mudfaq-p4.html.



Contributor: Michael Seifert (Seifert@Dikumud.com), Hans-Henrik Staerfeldt (God@Dikumud.com)
Server Family: DikuMud
Authors: Michael Seifert, Hans-Henrik Staerfeldt, Sebastian Hammer, Tom Madsen, Katja Nyboe
Language: C
Current version: The last publicly available release was "Dikumud Alfa" Released approximately June 1991. Please note, that the name "Alfa" does not refer to the concept of "Alpha" releases, it was merely the name of the computer on which it was developed.
Status: Initial version (Gamma) released June 1990. No active development.
Primary WEB site: http://www.dikumud.com/


Technical Details:
Operating systems: Ported to most UNIX systems. Derivatives: All DIKU derivatives.

History:
DIKU MUD was written by the authors as a hobby project during their first years at Computer Science at Copenhagen University (called DIKU). DIKU MUD was written with the intention of making an efficient, small codebase with game focus on playability. The game was build for fast expandability of the online world.

Features:
Enjoyable mudding and a great code base for producing a variety of derivatives.

* Shops that can sell and buy items.
* Pets/ Pet shops.
* Rent rooms for saving your character+equipment at the server.
* 4 basic classes: Mage, Fighter, Cleric, Thief.
* Guilds for classes.
* Titles are earned as you advance levels.
* Player vs player combat.

* Compressed time: 30 minutes playing time is 24H in the game.
* Spells with timed effects.
* Cursed/blessed items with effects.
* Item restrictions (alignment, etc.)
* Numbering of items (get 3.sword)
* Varied ways to use equipment. (rings, hats cloaks, boots etc..)
* Multiple area types. (mountains, cities etc.)
* In-game weather. (based on barometer model)
* Day cycle (night, morning, day, evening).
* Alternative calendar.
* Regular resetting of in-game areas. (no global reboot needed)
* Automated handling of fight/ defense (reaction time rarely a factor)
* Dynamic, changing alignments.
* Group and follow/ grouped combat.
* Bulletin boards.
* Online help file.

* Communication interface for easy expansion ('act').
* Expandable system for social actions. (sneeze, coung etc..)
* Programmable computer controlled characters.

Staff Comments

 


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