i like to imagine blending concepts with a MUD, interactive fiction, text based adventures. so in one part it's moving around like you are in a mud, room names, short description perhaps, long description perhaps, and a little ascii representation that perhaps renders on the left or right or above or beneath room description and available exits however, i love what trenton gave us. the ascii worlds that update on movement/look and have you centered in them i love the math of the combat, you could understand damage with percentages as a function of your powerlevel, which was also your health. stamina emptying also had you passing out, iirc. tbh i dont entirely remember how it worked. im actually quite fuzzy on it atm let me type some of the combat commands punch right/left [target, not needed if u have an active target aka in combat] roundhouse [target] dodge right/left duck jump parry high/low you might see: jake arrives from the west jake pulls back his right fist this informs you that you had better parry high or dodge left parry high was roughly needed.. in a small window.. not RIGHT away, and not too late all commands took time so you could just parry high .9 seconds oto early and then instnatly fire it agtain, yhou had to fail the parry first or something we will honestly have to tweak all tthese timings --- so i said we're on an ascii map, that was earth you could travel around earth and find mobs to find if your powerlevel was 100 and you fought a mob that had the same pl let us say, you could earn no mopre than 10 pl from then, 10%. but if you were 1000pl and killed a 100pl, you wouldnt gain 10%, the function doews account your actual power level too (diminishign returns i guess idk, means yhou gotta move on and fight more p[owerful mobs) what i really want to think about though isnt all these details from ONE dbz mud i played but, the.. framework to suport: ascii mobs, combat, that kinda stuff tweaking it, expanding it, etc