Skip to main content
  1. /classes/
  2. Classes, Fall 2025/
  3. CS 4140 Fall 2025: Course Site/

cs4140 Notes: 09-05 Basic Game Design

·242 words·2 mins·

Game Design
#

Let’s pull up genesismud.org.

  • This is a traditional mud.
  • The game style predates the web.
  • This one has been around for 30 years.
  • When it first launched, you connected with telnet; you probably still can.

Basics:

  • Rooms
  • Textual descriptions
  • Exits
  • Automatic mapping
  • Interacting with items
  • Mobs: Attacks, stats
  • Textual commands

Compare to an MMO, like WoW:

  • View world directly.
  • Continuous position rather than rooms, but still have zones and instances.
  • Interface provides direct keybinds / on screen buttons for movement and actions.
  • Text interface is retained for chat and some special commands.

Improvements for a web-native MUD:

  • We can have a screen per room. Start with text desciptions, maybe add AI generated illustrations.
  • We can expose actions directly with buttons and keybinds.
    • Full text commands can be optionally retained, especially for “secrets”.
  • UI and gameplay in general should end up as a mix between a classic MUD and a more modern multiplyer RPG.

Basic data design:

  • Do you log in as a character, or as a user with potentially multiple characters.
  • Rooms are the basic world element. Grouped into zones?
  • Characters / Mobs
  • Items

State:

  • What data needs to survive a server reboot? That goes in the DB.
  • What data can be transient? We have other ways of handling that.
  • What data gets sent to the client? What data is stored on the client?

That’s complicated. What’s the simplest reasonable version of this we can build to start with?

Nat Tuck
Author
Nat Tuck