MudRunner Mobile is a mobile port of MudRunner released on July 16, 2020 on iOS and Android. Just like MudRunner, it was developed by Saber Interactive and published by Focus Home Interactive. The game released with The Valley DLC available to buy, while the remaining ones became available over time.
Whole UI has been redesigned from scratch with new visual style to adapt to mobile usage. The mobile version does not feature any sorts of multiplayer, and therefore the number of the achievements is limited. Unlike MudRunner, the MudRunner Mobile has 3 multiplayer-related achievements less and one American Wilds Expansion achievement less. First person cabin view is not available in MudRunner Mobile, so any challenges that required that view had been modified. MudRunner Mobile and its DLCs do not feature any licensed vehicles, making the American Wilds Expansion to only feature two vehicles and Old-timers DLC to feature none.
Saber Interactive's MudRunner has sold a million copies across PC, PlayStation 4, Xbox One and Nintendo Switch since its release in 2017. The mobile version has a brand new user interface, but retains the realistic (hard!) physics-based driving of the main game.
I'm trying to get the guys in #mobitopia to gang together and create a mobile MUD. We've been batting around this idea for well over a year, but I think now is the time. With most newer phones supporting decent J2ME sockets support, creating a basic J2ME MUD client would be pretty straight forward. Craig pointed out Coffee MUD which is a Java based MUD app ready to launch... it'd be a no brainer to get this up and running.
In case you're not hip with the lingo, MUD stands for Multi User Dungeon. Basically it's an online text based adventure like Zork, but multiple users can participate. You're given a basic storyline (in this case, a D&D like world) and you can move around the world with basic commands like "north, south" etc. When you're in the same "place" or "room" as someone else, you can see them listed and chat with them. You can gang up and go out and kill monsters together, etc.
Because of the limited vocabulary needed to play these games and the ability to scale (it's just text, after all) it's a perfect for mobile phones. I haven't played a MUD in years, but they're still very popular and after playing on the phone for a bit we could learn what to tweak to make it more "mobile friendly". Maybe some "quick commands" in a menu for directions and logging in/quitting. Also maybe the descriptions are a bit long. Since the code for CoffeeMUD is OSS and Java, it'd be easy to get in there and tweak the displays as well.
I'm not exactly sure how, but I'd probably want to try to limit outside access to the server so it was just a phone thing. I'm not sure if there would be any real advantage to PC users, but you wouldn't want someone with a full-keyboard getting some sort of bonus just for that reason.
I'm happy and more than a little surprised to say that MudRunner of all things will soon be making its way to iOS and Android. Yes, I'm talking about Saber Interactive and Focus Home Interactive's hardcore off-road trucking sim. And no, it's not a free-to-play spinoff but a fully-fledged, mobile-friendly port of the original release.
This one's found great success on PC, Xbox, and PS4 since launching back in 2017. It was then brought over to Nintendo Switch in 2018, meaning the iOS and Android ports are arriving rather late in the day, though the fact that this is happening at all is still cause for celebration.
The basic idea is that you'll be tasked with transporting cargo across one of the game's maps without doing too much damage to your vehicle or running out of essential resources. You'll be forced to rely on your navigation skills and off-roading abilities in order to reach your destination in one piece and reap the rewards of a job well done. It's a simple gameplay loop that is nevertheless capable of stealing entire days from you.
The mobile port benefits from a revamped UI that's been designed with touchscreen play in mind, though what hasn't changed is the heavy physics, immersive presentation, and hardcore sim elements. You can expect to see the same maps from the PC and console versions, and it generally sounds like an impressive port.
If you've read all I've said and reckon hauling logs sounds a bit dry, I would still implore you to put aside your reservations and give it a go if possible. The joys of long-haul driving sims of any kind are endless once you catch the bug, and MudRunner is among the best of them. Here's to hoping that SnowRunner, which is arguably even better, also eventually makes its way to mobile.
As we reported on earlier this month, the mobile version of MudRunner, aptly named MudRunner Mobile, was scheduled to be released on July 15, which is today. Well, there's no controversy here, the game was indeed released, at least on iOS, while the Android version will come later today, only for 5.99.
A player engaged by an NPC is said to be "have aggro". This marks that player as the primary target of the attacking mob(s). Combat between players and mobs is called player versus monster (PvM) or in a broader sense, player versus environment (PvE), as opposed to player versus player (PvP) battles where the emphasis is on defeating an opposing player.
When I took over programming MUD1, all objects except player characters were static, ie. they didn't move. I wanted some objects that did move, so I could use them for monsters etc.. I needed a name, for programming reasons if nothing else (the variable names, the record structure name). I didn't want to call them "monsters", though, because I could see their being used for non-monsters, eg. helpful humans.
I decided to go with "mobiles" as a familiar form of "mobile objects", and because of the happy coincidence of the name's existing use for those hang-from-the-ceiling decorations that consist of a bunch of seemingly independent entities moving within predefined constraints. Thus, mobiles were born. The name was passed down through generations of subsequent virtual worlds, until in the late 90s people started shortening it to "mobs". Thus, mob doesn't stand for Mobile OBject, it's a shortened form of "mobile", which in turn is the quick name I gave to mobile objects in MUD1. "Man Or Beast" is a retro-fit.[1]
The term "mobile" was used by Richard Bartle in a paper describing an early MUD which was being constructed as a research project at the University of Essex. Although it originally referred to an object that could move (as opposed to one that couldn't), one reviewer of the paper misunderstood the term to be a reference to the classic children's toy or sculpture that goes by the same name - and referred to it as "an incredibly beautiful analogy to those hanging toys, which appear to move around randomly as if alive, while in fact being composed of mechanical parts and operating in accordance with fixed scientific laws". (Bartle was also suitably impressed by the analogy, and wished he'd thought of it.[2])
A "MOB" in an MMORPG usually refers to the generic monstrous NPCs that the player is expected to hunt and kill rather than NPCs that engage in dialog or sell items. Named mobs are distinguished by having a proper name rather than being referred to by a general type ("a goblin", "a citizen", etc.).
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