Title: TownMUD
1TownMUD
- An Interface for a Text-Based Multiple User
Dimension
2Operational Concepts
- Currently, MUDs are solely text-based games with
a command-line interface. - TownMUD will be different a MUD with an easily
downloadable user-interface. - Buttons, drop-down menus, and simple graphics to
display statistics will make the MUD easy to use - In addition to long-time MUD users who are
attracted to the easy-to-use interface, TownMUD
will be attractive to a new community without the
technical knowledge to use a standard MUD over
Telnet.
3- Use Case 1 Jane, a long-time MUD user, Googles
for a new MUD. TownMUD shows up in her list of
results. She is interested in a MUD with a user
interface, saves the file on her computer, and
runs the client. Running the client starts a
program with a simple interface. First she
creates an account and a character, in less than
five minutes. Then she sees a window with
buttons, text boxes, a chat window, and a
description of the current room. She is able to
type in commands, just like on a standard MUD,
but can also use the interface to select his
commands. Unlike a standard MUD, she can also
always see his inventory and statistics, like her
characters hit points, at a glance. These
features make the game easier to use without
ruining the imaginative experience of a standard
MUD.
4- Use Case 2 Joe, a normal teenager, is surfing
the Web, looking for something fun to do. While
searching for games, he finds TownMUD. Although
hes never heard of a MUD and it sounds a little
geeky, its something to do. Joe clicks a link,
and chooses to Open the file, which then runs
the client. Once the client opens, Joe creates an
account and a character. After character
creation, the game begins and Joe is able to read
a text description of a room and figure out how
to click on the buttons to get items. Joe dies
in his first fight against a game creature, but
tries again and survives the next time. He uses
the chat room as well, talking with the other
characters about the game and life in general.
Most importantly, he is able to do all of this
without knowing what Telnet is, or anything
besides general web-surfing skills and how to
download a file.
5TownMUD is . . .
- An easy-to-use interface for a MUD with a
client-server architecture - Downloaded off of the Internet
- Useable by anyone with a Windows machine and an
Internet browser who knows how to download files
off of the Internet and run them - A fairly simple world whose main advantage is its
GUI, not the richness of its environment.
Significant changes will be made to the game
TownMUD is based on, however development time is
too short to focus on many game details. - Fun!!! (of course)
6TownMUD is NOT . . .
- An MMORPG
- Graphically advanced (in fact, the only graphics
are used to display graphics) - Hard to use
- Only for the technologically advanced
- An extremely advanced MUD with lots and lots of
quests, enormous maps, and a rich environment
7System Requirements
- TownMUD will
- Provide an easy-to-use downloadable client for a
simple MUD that can be executed on most Windows
machines - Work like a normal MUD, but with some additions
- Informative graphs and lists will display health,
equipment, and other game stats at a glance - Players can still enter text commands by typing
into a text box, but they can also use buttons
and pull-down menus to choose actions - Be useable by anyone with a basic amount of
technical knowledge - Have a simple, newly developed skill-based
advancement system - Have some simple quests implemented and a very
simple world for players to explore
8Example Possible GUI
9System and Software Architecture
- Client-side The client side will be the file
that the user downloads. It will be implemented
in .NET 2003 C. This part of the system can be
thought of as two parts. - User-interface The GUI which handles user input
and displays information to the user - Client-server communication The classes which
will take user input and parse it into the
appropriate form for the server code, and which
will interpret information from the server and
parse it into the appropriate form for the client - Server-side The server side is the model of the
world. Much of this has already been implemented
by CircleMUD, an open source bare-bones MUD
designed to be modified by other people. We will
be modifying CircleMUD to make the exact MUD we
want to make. - A Telnet connection to the server will be
maintained by the client
10Lifecycle Plan
SERVER C
CLIENT C
MODIFIED CircleMUD GAME
GUI
PARSING
Telnet connection
USER
The user interacts with the GUI. The GUI calls
methods in the parsing code, which translate the
input into standard MUD commands. These commands
are sent to the server, which maintains the game
model. The model is changes appropriately by the
server. The server produces output intended to
be printed as text in Telnet. The parsing code
receives this output and calls any appropriate
methods in the GUI code to change the display the
viewer sees. The server can also notify the
parsing code when the model has been changed, in
which case the parser will call appropriate
methods in the GUI, which will change its display
appropriately.
11Feasibility Rationale
- The group contains developers who are familiar
with C, C, MUDs, and Telnet connections - MUDs seem to have lost popularity as flashy game
interfaces have taken over. TownMUD will provide
an appealing interface while maintaining the
connection with a community of gamers for free.
These features, we believe, will be wanted - Donation-funded game. Developers will also
receive bragging rights and a fun game to play in
their free time