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GodWars

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GodWars

God Wars 2

God Wars II logo


Developer(s) Richard Woolcock
Series GodWars
Engine custom codebase
Platform(s) OS independent
Release date(s) March 10, 2002[1]
Genre(s) MMORPG
Mode(s) multiplayer
Part of a series on
Role-playing video games
Subgenres
Topics
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GodWars is a family of MUD engines derived from Merc,[2][3] created in 1995 by Richard Woolcock, also known as "KaVir".[4][5][3] GodWars' setting is influenced by White Wolf's World of Darkness.[6]

In 1996 the code was illegally released and advertised on a website for free download.[7] After fighting extensively to stop the illegal use of his codebase, Woolcock later released the code publicly.[8]

The original GodWars was later renamed Dark City then Last City, with added wilderness code.[9]

Since 2000, between 28 and 84 derivatives of the God Wars code have been active,[10][3][11] including Vampire Wars, which is based on White Wolf's Vampire: The Masquerade and won the October 1998 Mud of the Month award at The Mud Connector.[12]

Contents

  • God Wars II 1
    • Combat System 1.1
    • Other Features 1.2
  • References 2
  • External links 3

God Wars II

MUSHclient screenshot showing a typical dungeon in God Wars II.

In 2002, Woolcock wrote a new MUD named God Wars II, a conceptual sequel to GodWars,[3] with a more personal dark fantasy universe.

Combat System

The game relies heavily on player versus player combat, like the original GodWars, and features a deep and complex combat system where the player has to manipulate the limbs associated with the attacks, creating combos when the commands are stringed together.[13][14] This combo system is inspired from the tabletop game Spellbinder, of which the complexity is comparable to chess and go.

The combat system was prototyped in his earlier Gladiator Pits MUD,[3] which won the maintainability award in a public coding competition, the 16K MUD competition,[15][7] and has been called "stunning".[16]

Other Features

God Wars II is also noted for its war mini-game (a strategic poker variant) and its helpful graphical MUSHclient interface. This interface includes a map that the user can click to travel faster and mechanical shortcuts. The game has a large world, without rooms typical of MUDs but using coordinates, and a process for advanced character customization.[3][14]

References

  1. ^ http://www.godwars2.org/timeline.php
  2. ^ John Bellone (March 2002). "So you want to be a coder, eh?". The Mud Companion (3): 28.  
  3. ^ a b c d e f Dean Gillett (2011-08-15). "Meet the Devs: KaVir of God Wars II". GamingHUD. I had the opportunity to interview hobby developer Richard Woolcock (pictured left), better known as KaVir in the MUD community. KaVir created the original GodWars, which later became a codebase, of which there are 30+ MUDs running on it according to The MUD Connector. After closing the original GodWars down, KaVir would later move on to create God Wars II, which in my opinion is one of the most complex and advanced MUDs I’ve ever played. 
  4. ^ "First God Wars advert (19th July 1995)". 
  5. ^ Erwin Andreasen; Brandon Downey (August 2001). "The Mud Personality Test". The Mud Companion (1): 33–35.  
  6. ^ http://www.godwars2.org/faq_game.php
  7. ^ a b "Raph Koster's Online World Timeline". 1996 [...] GodWars, a Merc derivative codebase, is released unofficially. 
  8. ^ "Godwars Codebase History". Retrieved January 29, 2013. 
  9. ^ http://arch-wizard.com/mudbase.txt
  10. ^ "MUD Activity Charts". Retrieved January 29, 2013. 
  11. ^ "Hierarchy of MUDs". 
  12. ^ "TMC Archives: Mud of the Month". The Mud Connector. Archived from the original on March 2006. The muds that were chosen as TMC's mud of the month each illustrated examples of excellence and provided a sampling of the wide array of entertainment value that muds can and do offer, we proudly stand by these choices and offer the past motm pages in our archive ... Vampire Wars - October '98 MotM 
  13. ^ Emil Visti (2007-10-30). "Gaming from within the terminal". linux.com. For a little check on what game developers can actually accomplish with MUDs, take a look at God Wars II, or at least look through its New Player's Guide -> Combat section, which is simply astonishing in its complexity. For instance, it can utilize commands to make different body parts do separate things during combat. 
  14. ^ a b "GamingHUD". Retrieved January 29, 2013. 
  15. ^ Andreasen, Erwin. "16K MUD competition - results". Retrieved 2013-01-28. In Maintainability, the clear winner is Richard "Kavir" Woolcock's (kavir@kavir.org) "The Gladiator Pits" entry. The C-code is simply exquisite, with very light macro usage, instructive function names and superb commenting: every function is commented with its purpose, arguments it takes and what value it returns. In addition, plenty of user documentation is included, carefully describing every available command. Out of original Diku's 647k of code, about 70k (11%) were comments. For "Gladiator Pits", the number is 18k out of 39k (46%!). 
  16. ^ Lord Ashon (April 2001). "Explorers have more fun".  

External links

  • GodWars codebase download
  • The God Wars II official website
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