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  Topic: Favorite Unintended Gameplay
KaVir

Replies: 14
Views: 122465

PostForum: Design   Posted: Fri Jan 18, 2013 5:08 pm   Subject: Favorite Unintended Gameplay
Another good article:

"Players managed their own experience. We just gave them their own tools," Koster recalled, saying modern MMOs control players much more now, though granted "a ...
  Topic: It looked good on paper!
KaVir

Replies: 15
Views: 65100

PostForum: Design   Posted: Sat Dec 08, 2012 9:28 pm   Subject: It looked good on paper!
Here's another one, inspired by a post on the Feature 11: Differently sized equipment

Description: Items and characters have different sizes, and you can only wear equipment if it fits (depending o ...
  Topic: You can't please everyone
KaVir

Replies: 0
Views: 20043

PostForum: General (Mud Related)   Posted: Mon May 14, 2012 9:21 am   Subject: You can't please everyone
Just read an interesting blog post by Raph Koster: The lesson here is that sometimes features that make things better for one player make them dramatically worse for another. Every time you make a des ...
  Topic: Help files, and help systems
KaVir

Replies: 15
Views: 41114

PostForum: Design   Posted: Tue May 08, 2012 9:32 am   Subject: Help files, and help systems
I've been putting more effort into my help file system recently, and have introduced a few new options that seem to be working out quite well.

The first change I made was to implement Tonitrus's su ...
  Topic: Using the Three Clue Rule in content design
KaVir

Replies: 1
Views: 17055

PostForum: Design   Posted: Sat Dec 31, 2011 1:12 am   Subject: Using the Three Clue Rule in content design
I just read a rather interesting article about designing mystery scenarios for roleplaying games - in particular, how to avoid chokepoints by providing multiple solutions. You can read it here: " ...
  Topic: Favorite Unintended Gameplay
KaVir

Replies: 14
Views: 122465

PostForum: Design   Posted: Mon Dec 26, 2011 3:59 pm   Subject: Favorite Unintended Gameplay
Another interesting article related to this thread:

[url=http://www.mandible.net/2011/07/29/embracing-unintended-game-design/]Embracing Unintended Game Design

Not sure I fully agree with all the ...
  Topic: The Monster Thread
KaVir

Replies: 33
Views: 76217

PostForum: Design   Posted: Tue Oct 25, 2011 11:03 am   Subject: The Monster Thread
Old post, but I couldn't resist:
Your left arm and left hand are blasted off.
Your right leg and right foot are reduced to component atoms.
Your head is reduced to component atoms.
Your right a ...
  Topic: Consumables in Combat
KaVir

Replies: 4
Views: 22368

PostForum: Design   Posted: Mon Sep 26, 2011 11:18 am   Subject: Consumables in Combat
It seems to me that given the option of using a single-use offensive item (ie, grenade) or a multiple-use offensive item (for example, a sword), the single-use item should be more effective. Assuming ...
  Topic: MCCP
KaVir

Replies: 4
Views: 26174

PostForum: Coding   Posted: Tue Jul 19, 2011 11:12 am   Subject: MCCP
Well TinTin++ and Mudlet both support MCCP2, and windows telnet should correctly indicate that it doesn't support it.

However most muds ignore nonprintable characters, so if you send them IAC DO MC ...
  Topic: MCCP
KaVir

Replies: 4
Views: 26174

PostForum: Coding   Posted: Tue Jul 19, 2011 12:34 am   Subject: MCCP
Which client/s did you test with?

GMud's negotiation is broken, for example, and it will actually display 'V' (ASCII character 86) if you send it IAC WILL MCCP.

On the other hand, if your client ...
  Topic: Generic Universal MUD GUI
KaVir

Replies: 14
Views: 32499

PostForum: Design   Posted: Fri Jul 15, 2011 11:09 am   Subject: Generic Universal MUD GUI
The latest version of Mudlet now offers an autoinstaller through ATCP, which works as follows:

Server: IAC DO ATCP
Client: IAC WILL ATCP
Server: IAC SB ATCP "Client.GUI <version> \n & ...
  Topic: Why we mud
KaVir

Replies: 2
Views: 11540

PostForum: Design   Posted: Mon May 23, 2011 8:16 am   Subject: Re: Why we mud
Now consider a typical diku mud. What if someone were to port over the whole thing and put the same gameplay in another more UI friendly environment? Say, as a facebook game. Should be easy enough. Ga ...
  Topic: Atypical Skill System for Combat
KaVir

Replies: 5
Views: 14511

PostForum: Design   Posted: Mon May 16, 2011 1:51 pm   Subject: Atypical Skill System for Combat
As Ide mentioned, a lot of muds implement both weapon skills and fighting styles. In GodWars muds, weapon skills and fighting styles increase through use, so there's nothing stopping you from maxing ...
  Topic: Generic Universal MUD GUI
KaVir

Replies: 14
Views: 32499

PostForum: Design   Posted: Fri Apr 01, 2011 10:47 am   Subject: Generic Universal MUD GUI
You can now [url=http://www.godwars2.org/download/protocol.tgz]grab the snippet from here, and [url=http://www.godwars2.org/download/Generic_Plugin.zip]a simple GUI plugin from here. I've added a few ...
  Topic: Generic Universal MUD GUI
KaVir

Replies: 14
Views: 32499

PostForum: Design   Posted: Thu Mar 17, 2011 1:28 pm   Subject: Generic Universal MUD GUI
energy bars can be done internally in comm.c to work even in plain telnet with no mdsb.
Yeah, but they'll look something like this:

http://www.godwars2.org/images/VT100_1.png

While with MSDP yo ...
 
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