Common Gameplay Automations in MUDs - wwestlake/Labyrinth GitHub Wiki

Common Gameplay Automations in MUDs

In the context of MUDs (Multi-User Dungeons), gameplay automation typically revolves around setting up triggers, traps, and sequences of events that respond to player actions or specific conditions in the game. Here’s a breakdown of common gameplay automation concepts that could be relevant for your MUD:

1. Triggers and Actions

Triggers are a foundational feature in MUDs, allowing specific actions to automatically occur when certain conditions are met or when specific text appears in the game output. For instance, a trigger might automatically attack an enemy when it appears, or drink a potion when health is low. These triggers can be simple (e.g., reacting to a single keyword) or complex (e.g., handling multiple lines of text or patterns).

Triggers are highly versatile and can be used for:

  • Combat automation: Automatically executing a sequence of combat commands when encountering enemies.
  • Resource management: Collecting items or using consumables when specific conditions are met.
  • Environment interaction: Automatically opening doors, disarming traps, or solving puzzles when entering certain rooms or interacting with specific objects.

2. Event-Driven Automations

In a more sophisticated setup, certain events in the game world, such as a player entering a specific room or interacting with an object, can trigger complex sequences of actions. For example:

  • Traps: Entering a trapped room might trigger a series of damage-dealing events or lock the player in, requiring them to solve a puzzle to escape.
  • Environmental Changes: Opening a treasure chest could unleash a series of consequences like spawning enemies, altering the room’s layout, or triggering hidden mechanisms.

These automations can make the game world feel more dynamic and responsive, enhancing immersion and providing deeper challenges.

3. Scripting and Sequences

Many MUDs use scripting languages (like Lua or custom scripting within the MUD’s client) to define complex sequences of actions. For example:

  • Custom Quest Automation: Automatically guiding the player through a quest by triggering the next step in response to completing an objective.
  • Time-Based Events: Implementing delays or timed sequences, such as triggering reinforcements to arrive after a set period during a battle.

4. Gameplay Scenarios

In specific scenarios, automation could be used to create mini-games or challenges within the MUD. For instance:

  • Timed Challenges: Players might need to deactivate a bomb or solve a puzzle within a time limit, with automation handling the countdown and consequences of failure.
  • Automated Puzzles: Interactive environments where players need to manipulate objects in the correct order, with the game tracking their actions and providing feedback or altering the environment accordingly.

Practical Applications in Your Native F# DSL

Using a native F# DSL for these kinds of automations could provide a flexible and powerful way to define these triggers and sequences within your MUD. For instance:

  • Defining Traps: You could define a trap as a sequence of actions that are triggered when a player enters a room, integrating conditions like checking if the player is carrying a specific item to disarm the trap.
  • Event Sequences: Use the DSL to create event chains where one action (e.g., opening a chest) triggers a series of consequences (e.g., spawning enemies, locking doors).

This approach would allow you to tightly integrate these automations with the rest of your game's logic, making it easier to expand or modify as needed.

By combining the flexibility of F# with the robust handling of game events and triggers, you can create complex and engaging automated gameplay experiences that enhance your MUD’s depth and interactivity.

Sources:

  • Aardwolf MUD Guide​:contentReference[oaicite:0]{index=0}
  • Mudlet Trigger Documentation​:contentReference[oaicite:1]{index=1}
  • zMUD Trigger Documentation​:contentReference[oaicite:2]{index=2}