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  Topic: Creative punishment
Kelson

Replies: 7
Views: 13642

PostForum: Design   Posted: Thu Jan 10, 2008 11:51 pm   Subject: Creative punishment
I don't think you'll find too much since most punishments are fairly effective and straight forward. They know immediately how the messed up and will tend to avoid it in the future. Of course, we're t ...
  Topic: Questions about lists
Kelson

Replies: 7
Views: 19074

PostForum: Newbie   Posted: Tue Nov 27, 2007 5:32 am   Subject: Questions about lists
Maybe I word it wrongly . But what I was trying to say that if I increment a malloc-ed pointer it will return to me the block of memory that is the "next" requested size. Malloc does not how ...
  Topic: Questions about lists
Kelson

Replies: 7
Views: 19074

PostForum: Newbie   Posted: Tue Nov 20, 2007 4:27 pm   Subject: Questions about lists
Well, the fundamental problem is you are incrementing a 32-bit pointer; not changing its value to the next of a sequence of possible pointers (those consisting of the list you are creating, implicitly ...
  Topic: Thought Experiment: Cliche-free Game Design
Kelson

Replies: 11
Views: 20201

PostForum: Design   Posted: Thu Nov 15, 2007 11:44 am   Subject: Thought Experiment: Cliche-free Game Design
Everyone plays a monster in an alternate realm. In that realm, the monsters are not allowed to fight one another, though they can chill in their own skin. Monsters gain more power by controlling human ...
  Topic: Design Notebook: Physics
Kelson

Replies: 1
Views: 6943

PostForum: Design   Posted: Fri Oct 19, 2007 12:29 am   Subject: Design Notebook: Physics
Most games operate on the assumption that the underlying world is the same as our own, though often with a caveat that a non-explained magical force exists. There are however other options. Your world ...
  Topic: effective hit rate
Kelson

Replies: 9
Views: 15928

PostForum: Design   Posted: Wed Sep 26, 2007 2:50 am   Subject: Re: effective hit rate
This all depends on theme, focus, and your desired combat flow. I like combat to be brutal (low number of rounds) with a large focus on reaction (longer response time), yet retain the overall frequenc ...
  Topic: Design Methodology
Kelson

Replies: 13
Views: 19849

PostForum: Design   Posted: Sat Sep 22, 2007 2:24 am   Subject: Design Methodology
Your poll is significantly lacking...

That said; it depends on what I'm working on to be completely honest. One design hurdle I've still not completely cleared is that of player designed, real-time ...
  Topic: Releasing A New Codebase
Kelson

Replies: 6
Views: 19262

PostForum: Coding   Posted: Sat Sep 01, 2007 11:16 pm   Subject: Releasing A New Codebase
There are a lot of other issues that can make tackling a code base a challenge though; not just issues with poorly named variables. Large amounts of code to handle relatively simple tasks, complex int ...
  Topic: Releasing A New Codebase
Kelson

Replies: 6
Views: 19262

PostForum: Coding   Posted: Sat Sep 01, 2007 1:03 pm   Subject: Releasing A New Codebase
I doubt anyone'll ever complain about another open source mud being released; I'd certainly be interested to see what the insides look like and see if you've pushed in any particularly elegant pattern ...
  Topic: Feedback wanted on a mud design
Kelson

Replies: 10
Views: 17904

PostForum: Design   Posted: Fri Jul 20, 2007 1:43 am   Subject: Feedback wanted on a mud design
It's not meant to describe a Diku no, and I don't really agree that it does. Did you mean that a Diku also has Mobiles, Items and Rooms?

And handlers for each of those items; though without a forma ...
  Topic: Feedback wanted on a mud design
Kelson

Replies: 10
Views: 17904

PostForum: Design   Posted: Fri Jul 20, 2007 1:17 am   Subject: Feedback wanted on a mud design
You have a very general MUD architecture laid out there. With the exception of the event handler, it describes your standard Diku; though I'm sure that wasn't your intention.
  Topic: Minigame for climbing a tree
Kelson

Replies: 12
Views: 16648

PostForum: Design   Posted: Mon Jul 16, 2007 8:53 am   Subject: Minigame for climbing a tree
Once the difficulty is established you have three options:

CLIMB UP: You can draw one or more cards.
CLIMB SIDEWAYS: You do not draw any cards this turn (you're looking for a better place to climb ...
  Topic: Mudlab Advertisement?
Kelson

Replies: 4
Views: 13460

PostForum: Meta   Posted: Mon Apr 30, 2007 4:34 am   Subject: Mudlab Advertisement?
So... I just received an email from "forums@mudlab.org" originally from "www-data@codealchemy.org" and I'm rather confused why the forums seem to have just sent me an ad for an MMO ...
  Topic: Design proposal for religious powers
Kelson

Replies: 9
Views: 13103

PostForum: Design   Posted: Tue Mar 13, 2007 10:01 pm   Subject: Design proposal for religious powers
You know, this is probably the most comprehensive and capable "research" system I have seen detailed to date. I describe it as a research system because that's really what you're doing, per ...
  Topic: Getting this mud running.
Kelson

Replies: 20
Views: 44426

PostForum: Coding   Posted: Wed Feb 28, 2007 12:44 pm   Subject: Getting this mud running.
Lacking any other information, my first guess is optind is 0 or >= argc. Could you include a bit of the preceeding code?
 
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