The past few days I have been working on email validation and approval functions. The game will have three modes for handling new users.
Email Validation – The normal validation deal, a users creates an account and a character and are then emailed a validation code which they must enter before they can begin playing.
Manual Approval – In this mode users don’t have to enter an email address, but they must be approved by an admin. When a new user account is created the admin is sent an email letting them know about the pending approval. This method is designed for closed games.
Open – In this mode there is no validation or approval, once a user creates their account and character they can begin playing.
Here’s an screen shot of the newest Bedevere Mapper. It’s looking much better. This screen shot is of the Mac version, I am not a fan of Mac’s at all but the software I am developing the Bedevere MUD in makes it easy to create cross platform applications. The Bedevere MUD Engine and Editor/Mapper will be released for Windows, Linux and Mac.
This is a screen shot of the mapping feature of the editor, it’s still a work in progress, bit already it makes creating the game world much easier.
Here’s the login screen for the BME. I know, not very exciting, but there’s not much in the way of screen shots for a text based game.
The Bedevere MUD Engine (BME) is a text based multi-user dungeon game engine. Once complete it will allow multiple internet users to connect to and explore a vast world of mystery, monsters and money.
A MUD is a online multi-user dungeon game. Historically MUDs have used a text interface, players would connect to the MUD game server using a telnet program. Some newer MUDs enhanced the text interface with a point and click client.
A mob is an individual or group of NPC’s that roam around the game. The term mob means mobile, it doesn’t mean mob as in an angry mob. Mobs tend to be monsters, bandits or other types of enemies, though it doesn’t have to be. In the current version of the Bedevere MUD Engine mobs are always an enemy.
There are plenty of existing free and open source MUD’s available, many have been around for a long time and are very robust. So why would I write my own?
First, I am doing it because it’s fun. I love programming, and in creating a text based game engine I don’t have to worry about graphics. I am not a graphic artist and graphics are my achiles heel when it comes to game programming. Back in the mid 90’s I was lead programmer on an adventure game called Curly’s Adventure (info, video), unfortunately the game was canceled but it was a fun gig because the company had talented artists so all I had to do was code, and code I did. Writing this MUD engine reminds me of that time, where it was all about the code.
Second, my son loves creating game worlds. My 12 year old son, Thomas, loves creating game worlds with anything he can get his digital hands on. By collaborating with me on the MUD engine he is helping shape software he can use to create his own text based world.
Third, my world view. By creating a MUD from my Christian world view I hope other Christians may use it to create there own game worlds that share their world view. Granted, there is nothing to keep someone from creating an anti-Christian game world. But in this fallen world things made in the light are often twisted in the dark.
Fourth, it won’t be a complicated engine. One of my primary goals with the Bedevere MUD Engine is to create a MUD engine that is easy to use. An included graphic mapper, plus room, item and enemies gui editors will make it easy to configure and create a world. Plus, admins can create and edit rooms, items and enemies in game without having to restart the engine.