Author |
Message |
Topic: Favorite Unintended Gameplay |
KaVir
Replies: 14
Views: 228740
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Forum: 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: 118238
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Forum: 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: 73231
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Forum: 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: 92862
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Forum: 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: 38412
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Forum: 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: 228740
|
Forum: 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: 158871
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Forum: 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: 48719
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Forum: 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: 87626
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Forum: 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: 87626
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Forum: 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: 67781
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Forum: 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: 25089
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Forum: 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: 33188
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Forum: 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: 67781
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Forum: 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: 67781
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Forum: 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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