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  Topic: Player-created dungeons
Alister

Replies: 0
Views: 20077

PostForum: 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: 34741

PostForum: 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: 16494

PostForum: 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: 16494

PostForum: 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: 14719

PostForum: 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: 23884

PostForum: 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: 15507

PostForum: 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: 14719

PostForum: 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: 14719

PostForum: 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: 59138

PostForum: 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: 16494

PostForum: 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: 11098

PostForum: 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: 14581

PostForum: 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: 36521

PostForum: 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: 13539

PostForum: 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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