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  Topic: Diseases

Replies: 4
Views: 9409

PostForum: Design   Posted: Tue Jul 03, 2007 6:42 am   Subject: Diseases
I like this idea.

I especially like the idea of the Lich itself being a carrier of the diseases it brings to bear. This gives a nice self-limiting factor, especially if you factor in the "pos ...
  Topic: I saw the Zork source code the other day...

Replies: 12
Views: 27997

PostForum: Coding   Posted: Thu Dec 07, 2006 11:00 am   Subject: I saw the Zork source code the other day...
For what it's worth, some of our test harness code (in C++) at my workplace has a couple of gotos in it. Several of us have looked at the functions that contain this and considered re-writing it so th ...
  Topic: "Show, don't tell"

Replies: 19
Views: 40080

PostForum: Building   Posted: Mon Sep 04, 2006 8:40 am   Subject: "Show, don't tell"
In the example provided, I would prefer to both show and tell.

Players have an awful lot of text to read, and many (including myself, I am loathe to say) skip over large walls of text that some bui ...
  Topic: Asynchronous console input in C++

Replies: 9
Views: 25537

PostForum: Coding   Posted: Thu Aug 24, 2006 2:17 pm   Subject: Asynchronous console input in C++
There is no platform-independent way of implementing asynchronous user input from the console. You'll have to resort to platform-specific calls.
  Topic: Transparency

Replies: 5
Views: 15994

PostForum: Design   Posted: Tue Aug 08, 2006 11:07 am   Subject: Transparency
Ah, my favourite anecdote:

A long time ago, in a mud far, far away, I implemented a "gem" system, roughly based upon Diablo II's, and integrated it with our resource gathering and craftin ...
  Topic: Controlling game economy through design

Replies: 17
Views: 17700

PostForum: Design   Posted: Mon Jul 31, 2006 8:30 am   Subject: Controlling game economy through design

I've recently been toying with the opposite extreme (as a concept - I doubt I'd ever implement it); each character earns money from various sources, and can use it to buy and sell between themselves ...
  Topic: properties of commands

Replies: 5
Views: 6664

PostForum: Design   Posted: Thu Jul 20, 2006 3:22 pm   Subject: properties of commands
Slightly related - one of the designs I've been playing around with is having the result of actions broadcast sensory packets. For example, the clash of steel on steel in a swordfight would broadcast ...
  Topic: Death penalty options

Replies: 59
Views: 799843

PostForum: Design   Posted: Wed Jul 19, 2006 1:31 pm   Subject: Death penalty options
Just for an alternative suggestion:

At one time, I considered (and tested the concept of - it worked!) building a Neverwinter Nights module with the Soul Reaver death mechanic. Upon death, the cha ...
  Topic: diku and huge numbers....

Replies: 19
Views: 34826

PostForum: Coding   Posted: Fri May 19, 2006 8:13 am   Subject: diku and huge numbers....
Ah yes, sorry, I misread your example code. However 'unsigned char' is still preferable to 'char' for the same reasons.

It's not defined by the C standard whether char is signed or unsigned. All ...
  Topic: diku and huge numbers....

Replies: 19
Views: 34826

PostForum: Coding   Posted: Thu May 18, 2006 11:55 am   Subject: diku and huge numbers....
Bitsets are WAY easier than that. All those 3s and 255s... All you need to know is how many bits are in a byte, and you're off!

#include <limits.h>
#include <stdio.h>

void set_b ...
  Topic: Mob Item Drop Systems

Replies: 14
Views: 21011

PostForum: Design   Posted: Wed May 17, 2006 3:39 pm   Subject: Mob Item Drop Systems
As I understand it, in the original Diku system, mobs were loaded up with a particular set of equipment - the same set that mob was always loaded up with. So, killing a mob the first time yielded the ...
  Topic: STL assign

Replies: 3
Views: 11883

PostForum: Coding   Posted: Thu Apr 20, 2006 3:17 pm   Subject: STL assign
Ah, here's why. According to my copy of TC++PL, the function for string assignment with iterators is:

template <class In>
basic_string& assign(In first, In last)

What hap ...
  Topic: Leak Tolerances

Replies: 6
Views: 14342

PostForum: Coding   Posted: Thu Mar 30, 2006 12:59 pm   Subject: Leak Tolerances
Memory leaks should be hunted down and destroyed. But don't confuse an ever-growing memory footprint with a memory leak. In Dikus, as stated, memory is recycled and not freed. This means that the m ...
  Topic: Sexist game-world balance

Replies: 79
Views: 118570

PostForum: Design   Posted: Fri Dec 16, 2005 9:21 am   Subject: Sexist game-world balance
If the goal of the game is to kill mobs and level and raise your stats, etc. then having sexual differences requires some balance. If female characters don't have the same strength as male characters, ...
  Topic: Too high an entry cost?

Replies: 21
Views: 23638

PostForum: Design   Posted: Fri Dec 16, 2005 9:14 am   Subject: Too high an entry cost?
I too have tried playing on a mud that required all this up front. I much prefer fleshing out my character as I play along (after all, how can anyone you're RPing with know your entire back story jus ...
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