Search found 15 matches
mudlab.org Forum Index
Author Message
  Topic: Tutorial design
MikeRozak

Replies: 4
Views: 9827

PostForum: Design   Posted: Wed Aug 23, 2006 9:01 pm   Subject: Tutorial design
Skippable and returnable are a must. A good help system is already incorporated.

I'd rather not have a tutorial, but my gameplay is signficantly different to anything out there. (As is my UI.) With ...
  Topic: Tutorial design
MikeRozak

Replies: 4
Views: 9827

PostForum: Design   Posted: Tue Aug 22, 2006 2:45 am   Subject: Tutorial design
Is there a writeup on, or is anyone willing to describe, the non-obvious basics that should be in a MUD tutorial? Specifically, I'm thinking about the well-made tutorials you find in professional MUDs ...
  Topic: Mob Item Drop Systems
MikeRozak

Replies: 14
Views: 29906

PostForum: Design   Posted: Wed May 17, 2006 5:13 am   Subject: Mob Item Drop Systems
Random thoughts...

- WoW uses random loot and NOT what the creature is carrying because (a) weapons and armor in WoW are valuable, and (b) players can carry a huge amount of stuff. Giving players t ...
  Topic: Key hoarding problem
MikeRozak

Replies: 24
Views: 39599

PostForum: Design   Posted: Mon May 08, 2006 10:38 pm   Subject: Key hoarding problem
Kavir wrote:
I can't say that I agree - there are plenty of ways to make mazes more interesting or challenging than that.

I agree with your disagreement. I think mazes can be used effectively, it ...
  Topic: Key hoarding problem
MikeRozak

Replies: 24
Views: 39599

PostForum: Design   Posted: Mon May 08, 2006 3:22 am   Subject: Key hoarding problem
Here's a random comment that's slightly off subject:

Adventure game authors look down on key and lock puzzles/obstacles because they're automatically solvable if the player picks up everything they ...
  Topic: Defining quests with natural language?
MikeRozak

Replies: 4
Views: 10319

PostForum: Design   Posted: Tue May 02, 2006 6:04 am   Subject: Defining quests with natural language?
It looks very interesting, but I'm not sure about the NLP approach. (I might change my mind.) Some of it might be better handled with a GUI to enter values, and then have the values displayed as NLP d ...
  Topic: A "modern" MUD
MikeRozak

Replies: 13
Views: 24637

PostForum: Design   Posted: Thu Mar 09, 2006 4:58 am   Subject: A "modern" MUD
While I agree that trying to produce a World of Warcraft (clone) with a few people is silly, and that niche virtual worlds (MUDs and indie MMORPGs) should probably be completely different experiences, ...
  Topic: A "modern" MUD
MikeRozak

Replies: 13
Views: 24637

PostForum: Design   Posted: Wed Mar 08, 2006 9:55 pm   Subject: A "modern" MUD
In my heretical opinion, the first thing that needs to change is that you need a custom (or powerful generic) client with:
- At least some graphics
- Sound
- Automap - Probably my biggest gripe abo ...
  Topic: The repetitiveness of Muds
MikeRozak

Replies: 10
Views: 16277

PostForum: Design   Posted: Wed Dec 21, 2005 6:11 pm   Subject: The repetitiveness of Muds
My thoughts:

1) You have enough manpower to generate N hours of fun content, but you're trying to stretch it over 10N hours of gameplay.

2) Not only are MUDs (semi) competitive, but he who has t ...
  Topic: Creating a custom scripting language
MikeRozak

Replies: 41
Views: 109042

PostForum: Coding   Posted: Thu Dec 08, 2005 3:55 am   Subject: Creating a custom scripting language
My suggestion about a custom scripting language is to design one that's fine-tuned to features that virtual worlds need, such as multiple inheritence. You might want to search through Richard Bartle's ...
  Topic: Threading in Text MUDs
MikeRozak

Replies: 16
Views: 51376

PostForum: Coding   Posted: Fri Dec 02, 2005 11:23 pm   Subject: Threading in Text MUDs
I use multithreaded code, and it runs faster on my dual-core machine than an equivalent single-processor computer. I specifically designed my code so that some threads get higher priority than others, ...
  Topic: Threading in Text MUDs
MikeRozak

Replies: 16
Views: 51376

PostForum: Coding   Posted: Fri Dec 02, 2005 10:14 pm   Subject: Threading in Text MUDs
Decent AI, decent NLP, better physics simulation (such as a server for a 3D graphical MUD, or hit locations, etc.) all take up plenty of CPU. (The state-of-the-art MUDs from the 1990's, like Diku, hav ...
  Topic: MOB Combat AI
MikeRozak

Replies: 21
Views: 36072

PostForum: Design   Posted: Mon Nov 28, 2005 9:03 pm   Subject: MOB Combat AI
The way I have implimented goals is (basically) as follows:

1) Each AI has a set (5+) of goals that they try to achieve concurrently. for example, the goals are: wander around, pick flowers, try to ...
  Topic: MOB Combat AI
MikeRozak

Replies: 21
Views: 36072

PostForum: Design   Posted: Mon Nov 28, 2005 6:53 am   Subject: MOB Combat AI
Some more thoughts:

1) Players may not want mobs to be smart; they might just want variety. MMORPG mobs are intentionally dumbed down. Of course, this depends on your player base.

2) Make replac ...
  Topic: MOB Combat AI
MikeRozak

Replies: 21
Views: 36072

PostForum: Design   Posted: Sun Nov 27, 2005 9:05 pm   Subject: MOB Combat AI
The simple answer is: The mob AI should be different for each (class of) mob. Goblins should use different fighting tactics than elves, for example.

You might also look at http://www.mxac.com.au/dr ...
 
Page 1 of 1
All times are GMT
Jump to:  

Powered by phpBB © 2001, 2002 phpBB Group
BBTech Template by © 2003-04 MDesign