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  Topic: Curvature of World Geometry

Replies: 2
Views: 17344

PostForum: Design   Posted: Tue May 03, 2011 12:03 pm   Subject: Curvature of World Geometry
My MUD will have a world in the shape of a Möbius strip.

  Topic: Gurbalib for DGD

Replies: 1
Views: 13135

PostForum: Coding   Posted: Mon Aug 02, 2010 1:11 pm   Subject: Gurbalib for DGD
I don't know if this question is still relevant, but here is something.

Check out this post:

So I think the answer to your question is yes, Gurbalib ...
  Topic: The definition of class-based

Replies: 14
Views: 31613

PostForum: General (Mud Related)   Posted: Thu Sep 27, 2007 3:44 pm   Subject: The definition of class-based
Interesting topic. I would probably go with KaVir's last option as well. It'd be down to personal opinion whether most MUD:s out there are class-based or not. I myself would probably not be so strict ...
  Topic: Formal balancing of xp gain rates

Replies: 16
Views: 27909

PostForum: Design   Posted: Fri Mar 23, 2007 2:47 pm   Subject: Formal balancing of xp gain rates
My approach would be more of what you are already doing. I would for example keep a count of the amount of exp gained by each player for the ten or so last areas, and then use this information to appl ...
  Topic: THEME: Ice Age race-war HnS/PK/RPI mud

Replies: 14
Views: 46261

PostForum: Design   Posted: Sat Feb 03, 2007 1:35 pm   Subject: THEME: Ice Age race-war HnS/PK/RPI mud
I think this sounds really cool!

In particular I like the aim of inviting different player types into one MUD. The theme appeals to me too, having also read the first two books by J V Jones that yo ...
  Topic: Death penalty options

Replies: 59
Views: 845174

PostForum: Design   Posted: Tue Jul 18, 2006 8:52 pm   Subject: Death penalty options
I think Alexander Tau's approach is an interesting one. But I also think that the objection raised by KaVir is valid.

Anyway, I remember reading about one MUD that used a system that could be consi ...
  Topic: A very big newbie :)

Replies: 6
Views: 18386

PostForum: Newbie   Posted: Mon Feb 20, 2006 3:52 pm   Subject: A very big newbie :)
The big difference between Python and C++ is that Python is interpreted and C++ is not. This means that a Python program will always require an additional interpreter program to run, while a C++ progr ...
  Topic: Live port dev vs. live/builder port dichotomy?

Replies: 22
Views: 31671

PostForum: Design   Posted: Wed Jun 08, 2005 7:48 pm   Subject: Live port dev vs. live/builder port dichotomy?
One might argue it

Very true in my opinion.

As for the topic, I think having only one server where all work and playing is done is the favorable choice - if you can assure that some of the more ...
  Topic: NPC targetting methods

Replies: 23
Views: 32660

PostForum: Design   Posted: Sat Jun 04, 2005 1:23 pm   Subject: NPC targetting methods
In my code, the numbering is relative to the viewer. All the other problems you mention is there though. If Bob is aware of the potential problem (he knows he is seeing an orc hiding behind the bushes ...
  Topic: NPC targetting methods

Replies: 23
Views: 32660

PostForum: Design   Posted: Fri Jun 03, 2005 11:12 pm   Subject: NPC targetting methods
If the ordinal is displayed together with the description, you avoid the problem of having to count to find out which orc is attacking your friend. So if there are many orcs in the room, you would in ...
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