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Making a MUD - Printable Version

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Making a MUD - BigPete - 07-14-2026

Jim Rockford, post: 2270081, member: 28508 Wrote:Is this something you could script out so you could do something like generated random dungeons?
I think there's probably a way to do something like this.

Maybe a procedurally generated dungeon that refreshes itself after so long. Could do a scoring system and leaderboard or something that awarded loot at the end based on ranking? Or manybe crafting materials for high level weapons? I dunno. Just thinking out loud here. But yes, it does seem possible.


Making a MUD - Jim Rockford - 07-14-2026

I was also thinking about some weird puzzle or maybe a "realm" where rooms or sets of rooms move around, maybe randomly. Just throwing out ideas.


Making a MUD - Digital Prophet - 07-14-2026

if you had pre-made rooms especially, you could literally just change the connection points so they connect in different ways. An exit that used to connect room A and B now connects room A and D. Basically the text version of the way warframe generates maps.


Making a MUD - Jim Rockford - 07-14-2026

Digital Prophet, post: 2270086, member: 28507 Wrote:if you had pre-made rooms especially, you could literally just change the connection points so they connect in different ways. An exit that used to connect room A and B now connects room A and D. Basically the text version of the way warframe generates maps.
I figured it was something like that.


Making a MUD - Digital Prophet - 07-14-2026

You would have to do some work to make the layout make sense though, unless the whole point was random chaos. Opening a door in a tavern and having the door now connect to a crypt or something where the description no longer makes sense, or even just having one room be a forest where you can exit by following the river, and then in the next room there's no river- stuff like that. So probably rather than just be completely random, you would want 3 or 4 configurations that it chooses between when it generates the dungeon or whatever, so all the pre-gen descriptions make sense.

Unless you build the rooms and descriptions intentionally vague so that they can connect in any way.


Making a MUD - BigPete - 07-14-2026

Digital Prophet, post: 2270091, member: 28507 Wrote:You would have to do some work to make the layout make sense though, unless the whole point was random chaos. Opening a door in a tavern and having the door now connect to a crypt or something where the description no longer makes sense, or even just having one room be a forest where you can exit by following the river, and then in the next room there's no river- stuff like that. So probably rather than just be completely random, you would want 3 or 4 configurations that it chooses between when it generates the dungeon or whatever, so all the pre-gen descriptions make sense.

Unless you build the rooms and descriptions intentionally vague so that they can connect in any way.
Maybe small blocks of predefined rooms that all connect together logically. Those blocks can be randomly placed on the greater map with ProcGen rooms connecting them together.


Making a MUD - Digital Prophet - 07-14-2026

I dunno. I kinda feel like random maps are only good in specific circumstances. A dungeon where walls shift, or a marsh that's covered in fog and has meandering paths, that kind of thing. A whole mud of that will end up sort of like minecraft, where nothing really feels connected to anything else. But maybe im biased toward hand crafted environments. I can certainly see a benefit to procedurally generating a world map just to fill everything in, and then going in later to hand craft points of interest throughout the otherwise kinda bland world. Sort of the way it works in mmorpgs with graphics.


Making a MUD - Jim Rockford - 07-14-2026

Well, it wouldn't be entirely random, it would just seem that way to the player at first. Behind the scenes, it would probably something you'd code for. Under a specific set of circumstances room(s) x now attach at y. Or for even extra fuckery, the possibility of additional spacial dimensions.


Making a MUD - BigPete - 07-14-2026

Jim Rockford, post: 2270094, member: 28508 Wrote:Well, it wouldn't be entirely random, it would just seem that way to the player at first. Behind the scenes, it would probably something you'd code for. Under a specific set of circumstances room(s) x now attach at y. Or for even extra fuckery, the possibility of additional spacial dimensions.
I was just thinking a small subset of the mud. Like say a dungeon raid competition special event that’s put on by the adventurers guild where adventurers try to conquer the dungeon and get points for how many puzzles the solve/enemies they defeat/treasures they find. The magic portal in the town square will take you to a random dungeon for you to explore. But obviously even if that’s possible something like that would take very low priority over everything else.

Also I absolutely agree that for everything else hand designed rooms and areas are the way to go.


Making a MUD - Jim Rockford - 07-15-2026

That would be fun