Author |
Message |
Topic: Player-created dungeons |
Alister
Replies: 0
Views: 29094
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Forum: Design Posted: Tue Aug 16, 2011 8:46 am Subject: Player-created dungeons |
Kind of long so made its own thread, but this is pretty relevant to Something which has been discussed on other places in the past (such as MUD-DEV) is the idea of player-built content - for example, ... |
Topic: Generic Universal MUD GUI |
Alister
Replies: 14
Views: 51852
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Forum: Design Posted: Thu Sep 23, 2010 7:57 pm Subject: Re: Generic Universal MUD GUI |
An MSDP snippet would certainly be useful. I am still on the fence about a GUM GUI. Something like that would be really nice for simple interface. How hard would it be to also support popup windows, c ... |
Topic: How to reduce the value of multiple accounts? |
Alister
Replies: 7
Views: 26962
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Forum: Design Posted: Tue Sep 14, 2010 10:23 pm Subject: How to reduce the value of multiple accounts? |
I hope your players don't discover proxy servers ^_^.
For the time being it is sufficient, though likely not ideal in the long run. |
Topic: How to reduce the value of multiple accounts? |
Alister
Replies: 7
Views: 26962
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Forum: Design Posted: Mon Sep 13, 2010 9:57 am Subject: How to reduce the value of multiple accounts? |
which mud would that be, actually?
[url=telnet://conquest.sdmud.com:5000]ConQUEST
I ended up just logging account IPs, and flagging them as multiplay accounts any time two or more accounts log i ... |
Topic: Treasure maps |
Alister
Replies: 4
Views: 23246
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Forum: Design Posted: Mon Sep 13, 2010 9:49 am Subject: Treasure maps |
I don't suppose you'd share your entropy calculation algorithm?
def entropy(vals):
freqs = { }
for v in vals:
if not v in freqs:
freq ... |
Topic: Design Complexity vs. Behavioral Complexity |
Alister
Replies: 2
Views: 47778
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Forum: Articles Posted: Sat Aug 21, 2010 1:52 am Subject: Design Complexity vs. Behavioral Complexity |
When I played through Dragon Age the first time, I had a blast. I played a rogue ‘Robin hood’ type of character. Through the game, I began adding mages into my party and thought ‘wow, this is so compl ... |
Topic: Levelling: a psychological urge? |
Alister
Replies: 6
Views: 25920
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Forum: General (Mud Related) Posted: Fri Aug 20, 2010 11:37 pm Subject: Levelling: a psychological urge? |
There's certainly a multitude of research out there to back Koster's claims. My favorite article related to this is a little dense, but can be found [url=http://www.uc.edu/~hollisgf/files/davia.pdf]he ... |
Topic: Treasure maps |
Alister
Replies: 4
Views: 23246
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Forum: Design Posted: Tue Aug 10, 2010 11:17 am Subject: Treasure maps |
Nice idea, although personally I'd be put off by the accessability issue (around 20% of my active players use a screen reader). The only solution I can think of would be to offer an alternative minig ... |
Topic: Treasure maps |
Alister
Replies: 4
Views: 23246
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Forum: Design Posted: Tue Aug 10, 2010 9:59 am Subject: Treasure maps |
My mud has these things called treasure maps. They sometimes drop when players are fighting monsters. When read, they give an overhead view of a location in the world. If players find that location a ... |
Topic: Player-built dungeons |
Alister
Replies: 30
Views: 90782
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Forum: Design Posted: Tue Aug 10, 2010 8:53 am Subject: Player-built dungeons |
I was reviewing past threads for inspiration and came across this old gem.
I think this is a nice concept, as it allows player to amuse each other rather than having to rely on the staff to creat ... |
Topic: How to reduce the value of multiple accounts? |
Alister
Replies: 7
Views: 26962
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Forum: Design Posted: Fri Jul 30, 2010 12:35 am Subject: How to reduce the value of multiple accounts? |
I have an interesting problem I am hoping to get advice on dealing with.
In my mud, crafting is performed passively in the background, whether a character is online or offline. High-end crafting co ... |
Topic: Implementing "wild magic" with the logistic map |
Alister
Replies: 1
Views: 16167
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Forum: Design Posted: Sun Aug 23, 2009 9:34 pm Subject: Implementing "wild magic" with the logistic map |
I was listening to someone today describe their idea for a magic system. Players were able to 'charge' spells with extra mana to magnify their effects. If spells were charged too much, they might inst ... |
Topic: MUD blogs |
Alister
Replies: 7
Views: 23194
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Forum: General (Mud Related) Posted: Thu Apr 30, 2009 5:54 am Subject: MUD blogs |
old thread, I know... I just wanted to point out that there's a new blog over at [url=http://www.gamethoughts.net]www.gamethoughts.net. It aims to provide advice for how to think about game design, pr ... |
Topic: Ecology: what is needed? |
Alister
Replies: 18
Views: 55793
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Forum: Design Posted: Mon Mar 16, 2009 8:01 pm Subject: Ecology: what is needed? |
Having spent quite a good deal of time thinking about the same and similar issues the best conclusion I have been able to draw up is that the "simulation" aspect of the ecology issue should ... |
Topic: Travian: A design critique |
Alister
Replies: 2
Views: 19755
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Forum: Design Posted: Mon Mar 16, 2009 6:39 pm Subject: Re: Travian: A design critique |
Time commitment: You have to sink a HUGE amount of time into the game to do well, otherwise you'll be wiped out or treated as a farm. In fact it's common to have two or more people sharing the same a ... |
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