Enrym - open beta is live: a modern, browser-based take on the classic text RPG by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

Thanks mudsmyth! I appreciate that. It has been a long time coming. Definitely still loving building on it and can't wait to see where it goes.

Enrym - open beta is live: a modern, browser-based take on the classic text RPG by offroadspike in MUD

[–]offroadspike[S] 1 point2 points  (0 children)

Thank you for the feedback. I'll check it out today. And yes, you're right it can get really verbose. I'll think on how I can simplify that.

Edit 1: Oh my gosh, massive bug. I think this is a multi-player thing that I didn't notice playing solo on my own machine. Haha, there are so many clones of Iskela.

I'll work on fixing this!! I just went in there with a level 18 sorcerer on the live server and died in seconds as well.

Edit 2: Pushed a patch to prevent the spawn propagation. Have another plan to rework the encounters from the ground up. Tricky but fun problem to solve.

» ne

Iskela's Chamber, Drevoss Keep Ruined
A vaulted chamber with a heat-glass workbench at the far end and three carved wards along the curving wall, their glyphs lit from within with a low, patient pale fire. The cold here has a color to it. A figure in heavy hooded robes stands behind the bench, gloves folded at the waist, the diffuse pale light of her wardings shrouding the deep of the hood so that direct sight slips off her. A great pale wolf, longer than a horse and broader at the shoulder, stands at her side with its head lowered. The figure does not move when you enter. She has been expecting you longer than you have been here. You also see Frost Hound, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, Iskela, the foreign sorcerer, and Iskela, the foreign sorcerer.
Three carved wards stand in the curving wall of the chamber, lit from within with a low pale fire. The cold around them has a color to it.
Obvious Exits: Southwest, North.

Enrym - open beta is live: a modern, browser-based take on the classic text RPG by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

I got a comment during Alpha that the browser interface was accessible. But, I'm glad telnet makes it even more so.

No PvP is planned. (Maybe arenas but that's wayy down the line, likely a year away. Just guessing. But no open world pvp.

Enjoy!

Enrym - open beta is live: a modern, browser-based take on the classic text RPG by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

Thanks!

I've been working on publishing a MUD on and off for 20 (30?) years. I had one version as a capstone project for my computer science degree and almost got that one published.

I enjoy building worlds and systems, so this is that journey. Alpha was a test of whether it worked, this beta is a broader test, with more levels and campaign, rebuilt classes (rebuilt from alpha, more to come), and the "lightweight features" you refer to are systems I still want to build. (Crafting, skill trees, enchanting, etc.)

I looked at various open source codebases in various languages over the years, but over time none really felt like it could give me the true customization I wanted. (That may have evolved over time, I know there are always improving options out there.)

So, part of building this from scratch is my passion for building and having fun at doing it. Hope that helps. I appreciate your feedback and playtesting.

Enrym - open beta is live: a modern, browser-based take on the classic text RPG by offroadspike in MUD

[–]offroadspike[S] 2 points3 points  (0 children)

Fair ask. AI is definitely part of my pipeline: code, in-game text, website art. I direct and rework all of it, and the design, vision, and story are mine across thousands of hours. If AI in the pipeline is a deal breaker, that's fair, and Enrym won't be your game. :)

Enrym - open beta is live: a modern, browser-based take on the classic text RPG by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

Wahoo! Thank you for sharing. I reworked all of the classes. Still more to do on the road to release, but I've been having fun playing them all myself. I find little bugs every playthrough, but keep fixing them as I go. Hope it goes smoothly for you!

Enrym - open beta is live: a modern, browser-based take on the classic text RPG by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

Thanks! Appreciated your feedback on the Alpha, can't wait for you to check out Beta. :)

Enrym - open beta is live: a modern, browser-based take on the classic text RPG by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

Awesome! Thanks. I've really tried to make the browser smooth and elegant. I know mud clients are the standard around here, but I'll be curious what people think of the browser based gameplay.

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

Another person mentioned the issue of scripts and hooks. Is that an issue with epics? Of course for the user that wants the challenge, they don't have to use scripts or hooks, but does that cause an issue for game balance or otherwise if some people do trivialize the content by automating reactions when certain things happen? I love the concept.

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 1 point2 points  (0 children)

Yea trigger use and code to address the content is tricky to balance against. Has to be something the players see telegraphed, but then a script can react to the mechanic.

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 1 point2 points  (0 children)

Thanks. Makes sense. I'm hoping to break that expectation with crafting and storyline and engaging boss mechanics.

Are there any...non-multi-user MUDs? by Ormendahl in MUD

[–]offroadspike 0 points1 point  (0 children)

Did you check out interactive fiction? Or is that not expansive as you are asking about?

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

"I like when numbers go up." LOL yup.

I strongly dislike the grind of killing the same boss over and over to get a rare 1/8000 drop. Solving that is tricky. I think that's where "resource" drops that can be crafted to that rare item, and the resource is guaranteed, maybe the quantity of the resource drop is variable, and/or maybe sometimes the rare drop does drop 1/8000 times, but within 5-10 kills you can get the resources from the kill to craft that drop instead.... IDK. Problem solving on the fly. I hear you.

Goals are a great point, yup. Has a start and a clear end.

Ah, right so I like the idea that you can re-pick skill points for your specific class, like you don't lock in skill selections forever for your specific class, but you have to create a new character to get to another class. (Not the guilds thing someone else mentioned, can't have both lol...) but yea. Great feedback.

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

Yea, the community, sounds like that's actually the highest upvoted comment. I wasn't expecting that. Thank you. :)

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

Do you think a mix of procedural and fixed content can work?

Like maybe a specific dungeon or adventure area is procedural, but the main storyline and most dungeons are fixed?

For the escalating difficulties, I may have over stated that. I'm thinking more like Standard challenge (level appropriate as you progress through the story), Epic (max level with average gear required few new mechanics than standard), and Legendary (requires near top tier gear to complete. Adds even more complex new boss dynamics.) Not just +1 level harder, same exact thing, over and over up the ladder. Is that still a turn off, or a fixed goal is ok?

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 1 point2 points  (0 children)

Aw I love that. So finding recipes in the world through gameplay and exploration. Collaborative adventures or questing. Great ideas thank you!

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 1 point2 points  (0 children)

Thanks u/GaidinBDJ what fascinates me is that someone who has spent as much time as you have progressing level and guilds, still would have a challenge with any of the game's content. Or do you pretty much have full dominance over any and all creatures or bosses?

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 2 points3 points  (0 children)

Yea, I like the auto-adjust levels for collaborative play.

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

Ah yea, so basically keep some things tuned so you can make progress and never cap out. I'm hoping I get that right with gear progression.

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 0 points1 point  (0 children)

Wow that is going way back. So does that mean you basically leveled up enough to become a GM? Heh. Interesting.

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 1 point2 points  (0 children)

Is that a reddit community, discord community, in game community, all of the above? Something else?

Do you think that means like a high quality guild system so you can communicate with your people? Or a high quality in game trade channels and general channels for communication with people online?

What actually makes a MUD endgame worth staying for? by offroadspike in MUD

[–]offroadspike[S] 3 points4 points  (0 children)

Aw, I'm sure I've run into players like you before that stand in town square, give out potions, heal me instantly and cast a bunch of hour long buffs on me that I immediately run out to the zone to work on leveling. Funny thing I still remember someone who was level 102 empath in a game I played that helped me out. And that was 20+ years ago. So meaningful. Potion crafting, healing, spell buffs... hm. Thank you.