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  Topic: Generic Universal MUD GUI
MECHFrost

Replies: 14
Views: 35471

PostForum: Design   Posted: Wed Mar 16, 2011 9:08 pm   Subject: Generic Universal MUD GUI
Look at this: http://www.youtube.com/watch?v=NTE1TNXyLeg

This MUD is successful mainly because of its graphical interface, and it does attract new players that are not recruited from mudconnector e ...
  Topic: Generic Universal MUD GUI
MECHFrost

Replies: 14
Views: 35471

PostForum: Design   Posted: Mon Mar 07, 2011 6:27 pm   Subject: Generic Universal MUD GUI
Did anything happen with this idea?
  Topic: Generic Universal MUD GUI
MECHFrost

Replies: 14
Views: 35471

PostForum: Design   Posted: Sun Oct 17, 2010 3:44 am   Subject: Generic Universal MUD GUI
You should add a default option with the most common layout setup with which no mistakes can happen. Title on top, text on the left, mini-map in the top right corner, energy bars wherever...

I don' ...
  Topic: Player-generated content woes
MECHFrost

Replies: 38
Views: 71818

PostForum: Design   Posted: Wed Feb 17, 2010 9:06 pm   Subject: Player-generated content woes
One problem that I can see is that the bots will rate the difficulty as too high. An example is if the players always run invisible past monsters and don't fight them unless they have to, the bot migh ...
  Topic: Social Combat/Politics
MECHFrost

Replies: 29
Views: 58687

PostForum: Design   Posted: Sun Feb 14, 2010 3:37 pm   Subject: Social Combat/Politics
I agree in principle with the lameness of it all being public, but I don't want to have to model information dispersal at this point.

What do you think about a simple % chance for each person to kn ...
  Topic: It looked good on paper!
MECHFrost

Replies: 15
Views: 69054

PostForum: Design   Posted: Fri Feb 12, 2010 2:26 pm   Subject: It looked good on paper!
If you really want special remort classes then my suggestion would be to give them "cool" things instead of "powerful" things - don't give them bigger bonuses, give them different ...
  Topic: Social Combat/Politics
MECHFrost

Replies: 29
Views: 58687

PostForum: Design   Posted: Fri Feb 12, 2010 4:38 am   Subject: Social Combat/Politics
I really like the system that you describe because it's original and different from what we are used to. There are however some details that I don't like.

You describe a world where everyone seems ...
  Topic: Designing mazes
MECHFrost

Replies: 5
Views: 16486

PostForum: Design   Posted: Fri Feb 12, 2010 3:47 am   Subject: Designing mazes
There's no way that the player will know to backpeddle to see if its still the same room. Unless of course he ask a fellow player about it. Or go to the forums etc. And these are part of the meta game ...
  Topic: It looked good on paper!
MECHFrost

Replies: 15
Views: 69054

PostForum: Design   Posted: Wed Feb 10, 2010 5:20 pm   Subject: Re: It looked good on paper!
Another reason that I can imagine is that it is a solution to end-game play, where the remort class gives players who reach the end of the levelling grind get new skills to play through again instead ...
  Topic: Designing mazes
MECHFrost

Replies: 5
Views: 16486

PostForum: Design   Posted: Tue Feb 09, 2010 2:33 pm   Subject: Designing mazes
Ever since the IF days, I'm never one for mazes.
Especially ones that put arbitrary difficulties like suddenly make you turn left instead of right. Or teleports you somewhere randomly.

IMHO, mazes ...
  Topic: Designing mazes
MECHFrost

Replies: 5
Views: 16486

PostForum: Design   Posted: Mon Feb 08, 2010 10:52 pm   Subject: Designing mazes
It can be fun and satisfying to go through mazes. I'm myself an "explorer" type of player and I love to go through devilishly difficult mazes.

For example, a classic challenge is a maze w ...
  Topic: It looked good on paper!
MECHFrost

Replies: 15
Views: 69054

PostForum: Design   Posted: Sun Feb 07, 2010 7:55 pm   Subject: It looked good on paper!
For Feature 5:

I see that you mentioned a shopkeeper with limited supplies, and your fear that players wouldn't trade as much. This is realistic, however I believe players don't mind that a shopke ...
  Topic: the future of MudLab?
MECHFrost

Replies: 7
Views: 10320

PostForum: Meta   Posted: Sun Feb 07, 2010 7:20 pm   Subject: the future of MudLab?
It's a bit ridiculous to have 4+ forums (mudconnector, topmudsites, mudbyte and what not) to discuss about MUD design with pretty much the same people - there are only at best 20 MUDs designers in the ...
  Topic: The Language Barrier. How to code it realistically.
MECHFrost

Replies: 13
Views: 20743

PostForum: Coding   Posted: Thu Feb 04, 2010 3:19 pm   Subject: The Language Barrier. How to code it realistically.
It could be worth the effort translating though. For example, my mother language is French and I know that there are only two French MUDs out there, and they are basically stock Diku (supposedly origi ...
  Topic: Player-generated content woes
MECHFrost

Replies: 38
Views: 71818

PostForum: Design   Posted: Sat Jan 23, 2010 1:29 am   Subject: Player-generated content woes
Yes, this is a correct, but since the average calculated in step 2 is not the correct average, steps 2 to 5 need to be repeated several times, each time with a new average that's going up to its true ...
 
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