▄████████ ▄████████ ▄█ █▄ ▄████████ ▄▄▄▄███▄▄▄▄ ███ █▄ ████████▄
███ ███ ███ ███ ███ ███ ███ ███ ▄██▀▀▀███▀▀▀██▄ ███ ███ ███ ▀███
███ █▀ ███ ███ ███ ███ ███ █▀ ███ ███ ███ ███ ███ ███ ███
███ ███ ███ ███ ███ ▄███▄▄▄ ███ ███ ███ ███ ███ ███ ███
███ ▀███████████ ███ ███ ▀▀███▀▀▀ ███ ███ ███ ███ ███ ███ ███
███ █▄ ███ ███ ███ ███ ███ █▄ ███ ███ ███ ███ ███ ███ ███
███ ███ ███ ███ ███ ███ ███ ███ ███ ███ ███ ███ ███ ███ ▄███
████████▀ ███ █▀ ▀██████▀ ██████████ ▀█ ███ █▀ ████████▀ ████████▀
CaveMUD is an old-school style Multi-User Dungeon text based fantasy game.
I don't really know. I just thought it sounded cool. The first text based game that I played was DoorMUD and CaveMUD seemed about as logical for a name. I also am a huge fan of RuneScape, and loved all of the caves you could explore (there is a lot more than Caves in CaveMUD, but the name kinda stuck).
CaveMUD uses a completely new engine, written from scratch in C++. It is based on an engine I wrote in high school in 2014-2015 (it has been completely re-written since then, but the idea came from that original engine). It is designed to be super efficient and extensible, with multi-threading from day one.
- Networking base
- Basic game loop
- Logging system
- Telnet Protocol Support
- CaveScript (a scripting language for CaveMUD)
- UI Framework (Telnet UI)
- Character Creation
- Quest System
- Combat System
- Item System
- Skill Tree
- World Building Tools
(More will be added as I think of them)
CaveMUD is GPLv3.