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  Topic: "Show, don't tell"
Nornagest

Replies: 19
Views: 52123

PostForum: Building   Posted: Sat Oct 28, 2006 8:17 am   Subject: "Show, don't tell"
I believe - and this is after some considerable thought applied to the problem - that it's essentially impossible to procedurally generate descriptions that're actually aesthetically enjoyable.

I ...
  Topic: "Show, don't tell"
Nornagest

Replies: 19
Views: 52123

PostForum: Building   Posted: Fri Oct 27, 2006 7:29 am   Subject: "Show, don't tell"
Oh, it's possible to have copious amounts of detail. The problem is with the builders - someone has to produce all that content and people tend to be adverse to making one room have 10 times the conte ...
  Topic: Key hoarding problem
Nornagest

Replies: 24
Views: 38310

PostForum: Design   Posted: Wed May 03, 2006 7:37 pm   Subject: Key hoarding problem

I see your point and really just want to make a quick note about your last paragraph there... What if the keys only work twice and then snap off in the lock, chip a tooth, whatever... Of course, t ...
  Topic: Key hoarding problem
Nornagest

Replies: 24
Views: 38310

PostForum: Design   Posted: Wed May 03, 2006 4:49 am   Subject: Key hoarding problem
Only create new keys when the area/zone is empty and you won't have any problems.

Defining "empty" usefully can be very difficult, depending on the code. My former MUD attempted to do so ...
  Topic: Defining quests with natural language?
Nornagest

Replies: 4
Views: 9979

PostForum: Design   Posted: Mon May 01, 2006 11:46 pm   Subject: Defining quests with natural language?
I can't make any definitive judgments without playing around with the system for a while, but, judging from the links you provide, I don't think this would make quest scripting significantly easier.
...
  Topic: Mob Taxonomy
Nornagest

Replies: 38
Views: 90202

PostForum: Design   Posted: Thu Apr 27, 2006 12:02 am   Subject: Mob Taxonomy
My former MUD created NPCs from modification scripts applied to a small set of base objects, and typically went through several scripts for a single NPC: one for the NPC's behavior (applied to an AI o ...
  Topic: Data Structures & Grid-based MUDs
Nornagest

Replies: 13
Views: 33530

PostForum: Coding   Posted: Tue Apr 04, 2006 1:49 am   Subject: Data Structures & Grid-based MUDs
All I really want to do is overlay a grid on top of a zone so that distance is measurable between rooms (for ranged combat and line of sight checks).

I might be misinterpreting your wishes, but, le ...
  Topic: elements of a social warfare mud
Nornagest

Replies: 33
Views: 76918

PostForum: Design   Posted: Thu Mar 23, 2006 7:18 pm   Subject: elements of a social warfare mud

Taking the liberty of rephrasing KaVir's question, and I think getting at what he was really saying if you look at the context of that quote, why should the less skilled RPers be forced to always pl ...
  Topic: elements of a social warfare mud
Nornagest

Replies: 33
Views: 76918

PostForum: Design   Posted: Wed Mar 22, 2006 11:20 pm   Subject: elements of a social warfare mud

I believe the WoD designers has earned more than a few prizes for their inventive and re-newing game mechanics ('rules'), but going through with this should surely earn them contempt and redicule.
...
  Topic: A "modern" MUD
Nornagest

Replies: 13
Views: 23816

PostForum: Design   Posted: Thu Mar 09, 2006 11:12 am   Subject: A "modern" MUD
At the risk of derailing this thread...

I think "a cool idea", "a good game", and "a popular game" all imply some player appeal; the distinction is mainly one of how, ...
  Topic: A "modern" MUD
Nornagest

Replies: 13
Views: 23816

PostForum: Design   Posted: Thu Mar 09, 2006 3:07 am   Subject: A "modern" MUD
It's quite true that game design has shifted from a designer focus to a market focus. This shift has brought us, in my time as a gamer, from Monkey Island to BloodRayne; I leave it as an exercise to ...
  Topic: A "modern" MUD
Nornagest

Replies: 13
Views: 23816

PostForum: Design   Posted: Wed Mar 08, 2006 9:37 pm   Subject: A "modern" MUD
I think C and its variants are still a good tool for the job, at least on large-scale projects. Big, long-running MUDs tend to get quite expensive in terms of machine resources; it'd probably take a ...
 
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