Checklists

Area Building checklist for MUDs

This checklist provides a standardized technical and narrative verification process for transitioning a new zone from development to a production MUD environment. It focuses on codebase stability, mechanical balance, and user experience.

Area Building checklist for MUDs hero illustration
Progress0 / 30 complete (0%)

Topological and Exit Integrity

0/5
  • Exit Symmetry Verification

    critical

    Confirm that every standard exit has a corresponding return exit (e.g., North leads to South) unless the room is explicitly designed as a one-way drop or trap.

  • VNUM Range Continuity

    critical

    Verify that all rooms, mobs, and objects fall within the assigned VNUM block and do not overlap with existing zones in the area file.

  • Sector Type Accuracy

    critical

    Check that sector types (Forest, Water, Mountain, Inside) match the room descriptions to ensure correct movement point costs and skill modifiers.

  • Hidden Exit Keyword Testing

    recommended

    Test all secret doors by using 'look' on the specific keyword mentioned in the room description to ensure the exit is discoverable.

  • Dead-end Resolution

    critical

    Ensure no room is a 'trap' room without a teleport, exit, or 'word of recall' capability unless it is a designated death room.

Mob and Combat Balancing

0/5
  • Level Range Audit

    critical

    Cross-reference mob levels against the zone's intended level bracket to prevent accidental 'power-leveling' or impossible encounters.

  • Aggressive Flag Placement

    recommended

    Ensure no mobs with the 'AGGRESSIVE' flag are placed in the immediate entry room of the zone or adjacent to 'SAFE' rooms.

  • Script Trigger Loop Check

    critical

    Dry-run all MobProgs or scripts to ensure 'on_greet' or 'on_fight' triggers do not create infinite loops that crash the process.

  • Equipment Slot Verification

    recommended

    Verify that mobs intended to drop loot are actually wearing or carrying those items in the reset table.

  • Shopkeeper Currency and Ratios

    critical

    Test shopkeepers to ensure they accept the correct currency and that buy/sell markups do not allow for infinite gold exploits.

Object and Loot Quality Control

0/5
  • Stat Cap Compliance

    critical

    Verify that all armor and weapons adhere to the codebase's maximum allowable bonuses for the zone's tier.

  • Wear-Flag Validation

    critical

    Check that all items have the correct wear-flags (e.g., a helmet must have 'WEAR_HEAD') to prevent players from equipping items in wrong slots.

  • Object Keyword Coverage

    recommended

    Ensure every object has at least three logical keywords (e.g., 'longsword', 'sword', 'blade') so players can interact with them easily.

  • Weight and Bulk Audit

    optional

    Check that item weights are realistic relative to their type to prevent players from carrying excessive 'junk' loot.

  • Extra Description Verification

    recommended

    Confirm that any object mentioned in a room's description has a corresponding 'extra description' or is a takeable object.

Quest and Script Logic

0/5
  • Quest Item Flagging

    recommended

    Ensure items required for quests are flagged as 'noshrop' or 'nodrop' if they are essential for progression and hard to re-obtain.

  • Variable Parsing Test

    critical

    Check that all quest text correctly parses variables like $n (player name) and $m/$f (gender pronouns) without breaking strings.

  • Reward Scaling Check

    recommended

    Compare quest XP and gold rewards against the time required to complete the quest to ensure it is worth the player's effort.

  • Prerequisite Validation

    critical

    Test that players cannot bypass quest stages by jumping directly to the final NPC trigger.

  • Reset Interval Testing

    recommended

    Verify that quest-critical mobs or objects reset frequently enough to allow multiple players to progress without long waits.

Atmosphere and Text Standards

0/5
  • Spelling and Grammar Pass

    recommended

    Run all room and mob descriptions through an external spellchecker to maintain professional quality.

  • Line Length Formatting

    critical

    Ensure no line of text exceeds 80 characters to prevent wrapping issues on standard telnet clients.

  • Sense Descriptions

    optional

    Verify that descriptions include non-visual cues (smells, sounds, textures) to enhance immersion in the text-only medium.

  • Keyword Consistency

    recommended

    Check that nouns used in the room description are actually interactable via 'extra descriptions' or 'look' commands.

  • Light Level Logic

    recommended

    Ensure indoor or underground rooms are flagged as 'DARK' requiring a light source, while outdoor rooms follow the sun cycle.

Technical and Area File Health

0/5
  • Syntax Validation

    critical

    Run the codebase's internal area-check command to identify missing tildes (~), unclosed brackets, or malformed VNUM headers.

  • Memory Leak Monitoring

    critical

    Reload the area on a test port while monitoring server RAM to ensure no scripts are leaking memory on reset.

  • Zone Boundary Testing

    critical

    Attempt to walk out of the zone in every direction to ensure it connects correctly to the rest of the world map.

  • Reset Table Efficiency

    recommended

    Verify that the number of mobs and objects per room does not exceed engine limits, which can cause lag during a zone reset.

  • Version Control Commit

    recommended

    Ensure the final .are file is committed to the development repository with a clear changelog of all VNUMs used.