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  Topic: Ideas for a Bard class
Grabnar

Replies: 14
Views: 29353

PostForum: Design   Posted: Sun Nov 19, 2006 12:22 am   Subject: Ideas for a Bard class

If there is no ingame reason of having a song written about ones deed, why would other players bring one along. If there is, wouldn't the playing of the new song be "as casting a spell?"
...
  Topic: Ideas for a Bard class
Grabnar

Replies: 14
Views: 29353

PostForum: Design   Posted: Sat Nov 18, 2006 9:08 pm   Subject: Ideas for a Bard class
Well, either the songs and tales will have a game mechanic that affect things in the world and then they will be "spells with another syntax," or they are only "fluff."

Well, y ...
  Topic: Ideas for a Bard class
Grabnar

Replies: 14
Views: 29353

PostForum: Design   Posted: Sat Nov 18, 2006 8:41 am   Subject: Ideas for a Bard class
Ehh. There are some cool sounding ideas in there, don't get me wrong. But we're still back to the old D&D bard archetype where the bard is basically a caster that does "sing song" or &qu ...
  Topic: Ideas for a Bard class
Grabnar

Replies: 14
Views: 29353

PostForum: Design   Posted: Mon Sep 25, 2006 4:08 am   Subject: Ideas for a Bard class
Bards, in my mind's eye, have a lot of potential for creativity and socializing - in a game that does not revolve strictly around combat, achievement and competition. Your storytelling idea is an inte ...
  Topic: Ideas for a Bard class
Grabnar

Replies: 14
Views: 29353

PostForum: Design   Posted: Mon Sep 25, 2006 12:47 am   Subject: Ideas for a Bard class
Does anybody know of a good way to implement a Bard-type class in a fantasy h&s mud? So far, in every mud I've seen that has a Bard class, the Bard is just a thief/rogue type character who can cas ...
  Topic: Cellular automata for 2D map generation
Grabnar

Replies: 11
Views: 27407

PostForum: Coding   Posted: Fri Sep 08, 2006 3:53 am   Subject: Re: Cellular automata for 2D map generation

If anybody is interested I could post the approach I used. Unfortunately the actual code is long lost.

I'm definitely interested.
  Topic: "Show, don't tell"
Grabnar

Replies: 19
Views: 48965

PostForum: Building   Posted: Mon Sep 04, 2006 12:46 am   Subject: "Show, don't tell"
Ehh. I'm not sure who told you that you can't use the word "intricate". There seems to be a lot of these "how to write good zones" documents floating around on the net, and most of ...
  Topic: Asynchronous console input in C++
Grabnar

Replies: 9
Views: 30180

PostForum: Coding   Posted: Tue Aug 22, 2006 4:33 am   Subject: Asynchronous console input in C++
Nevermind, I think I figured it out Embarassed
  Topic: Asynchronous console input in C++
Grabnar

Replies: 9
Views: 30180

PostForum: Coding   Posted: Mon Aug 21, 2006 11:25 pm   Subject: Asynchronous console input in C++
I've been coding a small text application for a while now, and so far I've used the typical C console functions for getting user input, ie cin, cin.getline, getchar, etc.

The problem I have now is ...
  Topic: Clan system
Grabnar

Replies: 7
Views: 10957

PostForum: Design   Posted: Fri Jul 21, 2006 3:42 am   Subject: Clan system
You then have to select a name for your clan, which would consist of a prefix and suffix. Examples of prefix would be blood, dark, death, doom, fang, frost, hell, light, night, shadow, spirit, storm, ...
  Topic: Key hoarding problem
Grabnar

Replies: 24
Views: 35442

PostForum: Design   Posted: Sun May 07, 2006 9:30 pm   Subject: Key hoarding problem
While "camping" is a problem to some extent on almost all muds, unless it is extremely prevalent (in which case your mud might have a bad player/content ratio, or you are putting way too muc ...
  Topic: Key hoarding problem
Grabnar

Replies: 24
Views: 35442

PostForum: Design   Posted: Sun May 07, 2006 6:42 am   Subject: Key hoarding problem
Okay, so you don't like doors, I get it. Wink

Seriously, even if you totally eliminate doors and keys from the equation, you're still going to have the same problem eventually. Unless you're op ...
  Topic: Key hoarding problem
Grabnar

Replies: 24
Views: 35442

PostForum: Design   Posted: Sat May 06, 2006 2:58 am   Subject: Re: Key hoarding problem

5 - Don't make quests with one magic, unbreakable, unpickable locked door that Require This Key To Proceed. Perhaps I'm alone in thinking this, but dungeons do not have to be DOOM maps.

That's th ...
  Topic: Key hoarding problem
Grabnar

Replies: 24
Views: 35442

PostForum: Design   Posted: Sun Apr 30, 2006 11:43 pm   Subject: Key hoarding problem
Alayla: No you didn't misinterpret the question. Key hoarding is mainly a problem on muds with a "competitive" spirit; e.g. if there are two players or groups of players competing for the sa ...
  Topic: Key hoarding problem
Grabnar

Replies: 24
Views: 35442

PostForum: Design   Posted: Sun Apr 30, 2006 9:23 am   Subject: Key hoarding problem
I've recently been thinking about solutions to the problem of "key hoarding", which unfortunately tends to occur on a lot of MUDs.

Let's say there's a door in a dungeon, and the only way ...
 
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