Monday, December 17, 2012

PlainText engine going into beta

Hey all, welcome to the new PlainText blog. I'll start with the announcement I sent out last week :)

After many months of refactorings and heavy lifting, my engine PlainText is going into beta. What I mean by this is that the amount of changes to the core engine are expected to slow down from this point, and focus will shift toward fixing bugs, doing high-level work like improving the map editor, and working toward my own game which I may announce at a later date when there's something more concrete to show :)

The main distinctive features of PlainText are:

  • Game events that propagate through multiple rooms. Hear sounds and see visuals as they happen in nearby rooms. Sounds and visuals lose strength and become increasingly blurry over distance and we use a semi-realistic line-of-sight algorithm to determine what you can see and what not. Currently we are just scraping the surface with this, but already it creates a much more immersive, rich and lively game world.
  • Extensibility is provided through JavaScript. Whether it's triggers or other methods for extending game objects, the combat system, session handling, or implementing commands, all can be done with nothing but JavaScript knowledge.
  • HTML5 map editor makes life easy for builders. This is one of the areas that will see a lot of attention during the coming months.
  • High-performance multi-threading C++ core, designed for minimal latency. There's no database involved. While this is a continuous effort, the goal is to be able to contain a game world with about 1,000,000 rooms in memory on a server with 4GB RAM, and to be able to handle potentially hundreds (at least) of concurrent users.

If anyone is interested in building a MUD using the PlainText engine, you might be interested in these resources:

Project page:



Demo server:
(use port 4801 if you want to connect with telnet)

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