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God Wars II
In 2002, Woolcock wrote a new MUD named God Wars II, a conceptual sequel to GodWars. The game relies heavily on player versus player combat, like the original Godwars, and it features complex combat commands prototyped in his earlier Gladiator Pits MUD. The Gladiator Pits combat system won the maintainability award in a public coding competition, the 16K MUD competition, and has been called "stunning". God Wars II is also noted for its war mini-game (a poker variant) and its graphical MUSHclient interface. This includes a map that the user can click to travel faster. The game has a large world, without rooms typical of MUDs, and a process for advanced character customization.
- John Bellone (March 2002). "So you want to be a coder, eh?". The Mud Companion (3): 28. ISSN 1499-1071. "If you have a good amount of time on your hands, have a lot of ideas, and don't see another codebase that can be easily changed to fit your needs, then Merc is your choice. It is very flexible, has all the basics (except for color) and is just waiting for you. The next two choices are derivatives of the Merc codebase, SMAUG and GodWars. SMAUG is the codebase that 'Realms of Despair' runs on and is still being developed today ... GodWars is very similar to SMAUG, because it's based on Merc, and was created by KaVir"
- 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."
- "First God Wars advert (19th July 1995)".
- Erwin Andreasen; Brandon Downey (August 2001). "The Mud Personality Test". The Mud Companion (1): 33–35. ISSN 1499-1071. "Results from "Famous" MUD personalities ... Richard Woolcock ... Creator of Godwars"
- "Raph Koster's Online World Timeline". "1996 [...] GodWars, a Merc derivative codebase, is released unofficially."
- "Godwars Codebase History". Retrieved January 29, 2013.
- "MUD Activity Charts". Retrieved January 29, 2013.
- "Hierarchy of MUDs".
- "TMC Archives: Mud of the Month". The Mud Connector. "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"
- 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."
- Andreasen, Erwin. "16K MUD competition - results". Retrieved 2013-01-28. "In Maintainability, the clear winner is Richard "Kavir" Woolcock's (firstname.lastname@example.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%!)."
- Lord Ashon (April 2001). "Explorers have more fun". Imaginary Realities. Archived from the original on unknown date. Retrieved 2013-01-28. "I want your mud to offer me something that no other mud does, and something that is challenging. Whether it is something stunning like the combat system that KaVir has developed for Gladiator Pits, or something totally mindless and random like the map system from GroundZero and GroundZero II. Both of them challenge my skills, why? Because, they are so unique and different."
- "GamingHUD". Retrieved January 29, 2013.