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Discworld Features— where djinn have cellphonesDiscworld has a gazillion features. As an LPMud it uses the LPC programming language which was designed specifically for MUDs. This means that while many MUDs have a very small number of coders who develop new features and a lot of builders who just script areas, all of Discworld's creators write code, every room, every object, can be a little different. In addition to using LPC, from the outset Discworld MUD has always valued features over performance. In the early days this meant that the lag was legendary. However computers have become so many orders of magnitude faster that now Discworld is exceptionally feature rich and relatively lag free. Highlights
RegionsWhereas many muds are largely made up of stock areas with a few custom ones, Discworld MUD is completely custom. The entire MUD is written to the theme of Terry Pratchett's Discworld books. A completely custom MUD of this size and complexity is only made possible by being both long-lived and popular, or by charging. Because Discworld MUD has been running continuously for over 10 years there has been much time to create many unique and interesting areas. In addition the popularity of Discworld MUD means that at any one time it generally has more people logged in developing new things than most MUDs have total players. Many new visitors are shocked to find that the largest city on the MUD, Ankh-Morpork, is larger than many MUDs — and it is not the only major city or country or continent in the game. Here is a thumbnail of Ankh-Morpork. Note that each square is a room and the green areas are parks containing many locations to explore. Blue areas (and in Ankh-Morpork's case, brown areas) represent lakes and rivers. There is an in-game mapping system which will show your immediate surroundings (based on your observation skills), but players maintain maps of cities and contintents containing much more detail. See the atlases page for more details. In addition, through the use of terrains, all the gaps between cities and countries are being filled in with contiguous, explorable rooms featuring everything from deserts to oceans, forests to tundra. Amazing Player HousingHere is an example of a player house room. The room's description is generated based on what items the player placed where in the room. And yes, the clock does work, it tells the time and chimes the hours: This is a small landing. The ceiling is covered with lavender paint, the floor is finished pine board and the other surfaces are covered with violet paint. Sitting against the south wall is a stone bench to the right of which lies a Hershebian sand sculpture. Near the stone bench is a chrysanthemum stained glass fan lamp. At the north wall is a grandmother clock. In front of you the bedroom door leads to a bedroom, behind you the bedroom door leads to a bedroom and an exit leads down. There are three obvious exits: down, backward and forward. > look clock Slightly smaller and slimmer than the grandfather clock, this plain clock is made of polished white ash. It has a narrow glass door that allows you to see the pendulum swinging hypnotically back and forth inside. The face is made of ivory parchment decorated with rosebuds, and each number has been carefully painted in gold. Small dials indicate the date as well. According to the clock it is quarter to eleven on Thursday the 6th of December. |
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