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  Topic: The Monster Thread
Kjartan

Replies: 33
Views: 96702

PostForum: Design   Posted: Wed Sep 26, 2007 10:05 pm   Subject: The Monster Thread
This also falls under favorite unintended gameplay.

Long ago, I made a vampire NPC that could charm players to fight for it. When it charmed a player, it would stick a prog in him that would play ...
  Topic: Translating Perlin noise into a world
Kjartan

Replies: 6
Views: 17863

PostForum: Coding   Posted: Tue Apr 17, 2007 11:38 pm   Subject: Translating Perlin noise into a world
Actually, I was using them to select bitmaps for something graphical. If you want room descriptions, I would suggest selecting on multiple dimensions at once. Like, say you had A (altitude) and P (p ...
  Topic: Translating Perlin noise into a world
Kjartan

Replies: 6
Views: 17863

PostForum: Coding   Posted: Tue Apr 17, 2007 5:30 pm   Subject: Translating Perlin noise into a world
I have had luck using three separate perlin noise maps, one for height above sea level, one for roughness, and one for precipitation. Different combinations generate different terrain types.
  Topic: Formal balancing of xp gain rates
Kjartan

Replies: 16
Views: 22378

PostForum: Design   Posted: Thu Apr 12, 2007 10:48 pm   Subject: Formal balancing of xp gain rates
The chase could be an additional aspect of the game. Some player builds might be optimized for chasing and escaping, and so they fight mobs that have significant chase aspects, while others are slow ...
  Topic: Distance-based descriptions
Kjartan

Replies: 22
Views: 57725

PostForum: Design   Posted: Wed Apr 11, 2007 2:56 pm   Subject: Distance-based descriptions
And here's something else that is only vaguely relevant but I always thought was really cool: if you are small (e.g. a snail) then you can actually use smell to get a decent 3D sense. This works for ...
  Topic: Distance-based descriptions
Kjartan

Replies: 22
Views: 57725

PostForum: Design   Posted: Wed Apr 11, 2007 2:51 pm   Subject: Distance-based descriptions
Kjartan has a point about hearing being affected in the same manner as smell, but I wonder exactly how much realism is too much, it's easy enough to make the "travel" of a "sense object ...
  Topic: Distance-based descriptions
Kjartan

Replies: 22
Views: 57725

PostForum: Design   Posted: Wed Apr 11, 2007 12:26 pm   Subject: Distance-based descriptions
A smell system can get much more complex, as perhaps if the wind is blowing strong and at your back you might not be able to smell something until you're right upon it as opposed to several miles away ...
  Topic: Design proposal for religious powers
Kjartan

Replies: 9
Views: 11667

PostForum: Design   Posted: Mon Apr 09, 2007 4:11 pm   Subject: Design proposal for religious powers
In fact, if I teach you fireball and the spell that you cast is then known as "Kjartan's Fireball", then one might argue that my reputation is actually increased by that, while yours is not. ...
  Topic: Formal balancing of xp gain rates
Kjartan

Replies: 16
Views: 22378

PostForum: Design   Posted: Fri Mar 23, 2007 1:41 pm   Subject: Formal balancing of xp gain rates
I have a problem, which I'm sure is common on old large H&S muds: my mud has a lot of areas, many of which are quite old, and when the areas were written the mud environment was different: there w ...
  Topic: Sources of equipment
Kjartan

Replies: 16
Views: 22655

PostForum: Design   Posted: Fri Mar 23, 2007 1:31 pm   Subject: Sources of equipment
In the example described above, the crafted wand isn't just more specialized, it's better. I think you will find this is generally true if you try to numerically balance the crafted and looted items ...
  Topic: Sources of equipment
Kjartan

Replies: 16
Views: 22655

PostForum: Design   Posted: Sun Mar 18, 2007 2:42 am   Subject: Sources of equipment
Rather than segregating by type, you could segregate by magical effect. As an arbitrary example, maybe items that grant fire resistance must be crafted, while cold resistance can items only be looted ...
  Topic: I saw the Zork source code the other day...
Kjartan

Replies: 12
Views: 31276

PostForum: Coding   Posted: Tue Dec 12, 2006 4:54 pm   Subject: I saw the Zork source code the other day...
If you really want to do that, have door objects that are independent of the rooms and are stored in a global list somewhere. Associate a pointer to a door object with the room exits. When someone o ...
  Topic: Tragedy in muds
Kjartan

Replies: 4
Views: 9160

PostForum: Design   Posted: Wed Nov 08, 2006 10:34 pm   Subject: Tragedy in muds
These are good ideas.

I am trying to provide attachment to NPCs by using NPCs that have appeared in previous quests (but that aren't permanent fixtures who repop). So, for a given player, once t ...
  Topic: Tragedy in muds
Kjartan

Replies: 4
Views: 9160

PostForum: Design   Posted: Wed Nov 08, 2006 4:51 pm   Subject: Tragedy in muds
These days much of the mud player audience is fairly mature, so maybe they are interested in something more than the standard "hero saves the princess and lives happily ever after" plot. I ...
  Topic: Death penalty options
Kjartan

Replies: 59
Views: 812782

PostForum: Design   Posted: Sun Oct 29, 2006 3:01 pm   Subject: Death penalty options
Death can have a big penalty associated with it for reasons other than "It's my mud and I enjoy penalizing": the risk of the penalty makes life more interesting, and when you DON'T die and t ...
 
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