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  Topic: Atypical Skill System for Combat
Parhelion

Replies: 5
Views: 32584

PostForum: Design   Posted: Sun May 22, 2011 8:44 am   Subject: Atypical Skill System for Combat
That's actually VERY similar to what I originally had come up with when trying to determine what kind of combat system I wanted to design -- although, instead of "tags", I thought of them as ...
  Topic: Atypical Skill System for Combat
Parhelion

Replies: 5
Views: 32584

PostForum: Design   Posted: Mon May 16, 2011 5:17 am   Subject: Atypical Skill System for Combat
Well, my problem is that I am going for bald realism, but still with a great deal of (hopefully fun) playability. I don't want a combat system that is going to dominate my game, as it is in many othe ...
  Topic: Atypical Skill System for Combat
Parhelion

Replies: 5
Views: 32584

PostForum: Design   Posted: Sat May 14, 2011 2:12 am   Subject: Atypical Skill System for Combat
Most commonly, when I log into a MU*, I can fully expect that its combat system is weapons-based... so, you train a skill called "swords" if you want to use swords effectively.

I'm wonder ...
  Topic: what is taboo now days in mudding?
Parhelion

Replies: 4
Views: 22482

PostForum: General (Mud Related)   Posted: Sat Sep 04, 2010 3:50 am   Subject: what is taboo now days in mudding?
KaVir hit the nail on the head, with the biggest, ugliest taboo probably being the misuse of licenses or claiming work that isn't your own (which includes area writing). Doing this is equivelent to c ...
  Topic: Design Complexity vs. Behavioral Complexity
Parhelion

Replies: 2
Views: 78295

PostForum: Articles   Posted: Mon Aug 23, 2010 4:34 am   Subject: Design Complexity vs. Behavioral Complexity
I think one reason for all the games with 25+ races and class combinations is that a lot MUD developers subscribe to the adage, "Variety is the spice of life." The problem, however, is that ...
  Topic: Image-Enabled Clients and Custom Fonts
Parhelion

Replies: 3
Views: 26151

PostForum: Design   Posted: Mon Aug 23, 2010 4:00 am   Subject: Image-Enabled Clients and Custom Fonts
Thanks, KaVir. I'll look into MXP and see what sort of capabilities it might have, or see if it can give me any ideas.

I'm not worried so much about copy and paste abilities as I am about making s ...
  Topic: Image-Enabled Clients and Custom Fonts
Parhelion

Replies: 3
Views: 26151

PostForum: Design   Posted: Tue Aug 17, 2010 8:17 pm   Subject: Image-Enabled Clients and Custom Fonts
I was doing a bit of design work on a language that exists in one of my theoretical little fantasy worlds and it occurred to me that if I wanted some of the elements to really appear in the game (and ...
  Topic: Gurbalib for DGD
Parhelion

Replies: 1
Views: 19252

PostForum: Coding   Posted: Tue Jul 13, 2010 3:25 pm   Subject: Gurbalib for DGD
I've been working on a new mudlib built over the kernel lib, for use with DGD 1.4; however, I have started looking into Gurbalib, as it already has a number of "starting" features that I wan ...
 
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