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  Topic: The Language Barrier. How to code it realistically.
Zephen_Descartes

Replies: 13
Views: 29253

PostForum: Coding   Posted: Sun Jun 13, 2010 9:23 pm   Subject: The Language Barrier. How to code it realistically.
Why not look at it from another angle? Make the problem of player's learning the language tricks a feature. Let players list a language they want to learn in their account.

When someone says someth ...
  Topic: Thought Experiment: Cliche-free Game Design
Zephen_Descartes

Replies: 11
Views: 20204

PostForum: Design   Posted: Sat Nov 24, 2007 8:50 pm   Subject: Thought Experiment: Cliche-free Game Design

Very Happy -- my dream mud is now a smorgasbord server where I can play Ice Age Race War, Weird WW2, and Weird West, and points earned in one world is transferable to another.

Can you say, blow up that ...
  Topic: Thought Experiment: Cliche-free Game Design
Zephen_Descartes

Replies: 11
Views: 20204

PostForum: Design   Posted: Fri Nov 16, 2007 10:24 pm   Subject: Thought Experiment: Cliche-free Game Design
I think KaVir brings up a good point as far as cliche races go. This thought experiment doesn't necessarily require you to completely rule them out, but to not use them in a cliche way. The proposed ...
  Topic: Thought Experiment: Cliche-free Game Design
Zephen_Descartes

Replies: 11
Views: 20204

PostForum: Design   Posted: Thu Nov 15, 2007 5:58 am   Subject: Thought Experiment: Cliche-free Game Design
If you had to design a game free of the standard MUD/game cliches such as warriors, mages, clerics, russians, nazis, orcs, vampires, werewolves, dragons, etc, what would it be? What would the gameplay ...
  Topic: A variant on turn-based combat
Zephen_Descartes

Replies: 5
Views: 11887

PostForum: Design   Posted: Wed Oct 31, 2007 7:12 am   Subject: A variant on turn-based combat
Here's a gamasutra article on designing AI for turn-based strategy games. I found it insightful when applying it to turn-based combat as well. Your mileage may vary.

http://www.gamasutra.com/view/f ...
  Topic: The definition of class-based
Zephen_Descartes

Replies: 14
Views: 28650

PostForum: General (Mud Related)   Posted: Wed Sep 26, 2007 11:45 am   Subject: Re: The definition of class-based
I think it really depends on how much you're basing your design and nomenclature around D&D and other traditional RPG concepts. One of the 26 results for "class" on dictionary.com is &qu ...
  Topic: Design Methodology
Zephen_Descartes

Replies: 13
Views: 19855

PostForum: Design   Posted: Wed Sep 26, 2007 11:14 am   Subject: Design Methodology
I think I bollocksed the explanation of this concept from the beginning. No matter though. I'm not for completely rejecting themes. I'm more for having the ability to strip away the theme and look at ...
  Topic: Design Methodology
Zephen_Descartes

Replies: 13
Views: 19855

PostForum: Design   Posted: Wed Sep 26, 2007 12:42 am   Subject: Design Methodology

Found it mildly humorous that you find tearing out H&S death economy and the level paradigm as a minor change, but other than that it's an insightful post.

Are you talking about designing a g ...
  Topic: Re-calibrating item balance across the entire game
Zephen_Descartes

Replies: 12
Views: 29443

PostForum: Building   Posted: Mon Sep 24, 2007 5:16 pm   Subject: Re-calibrating item balance across the entire game
I have to say, I agree with Detah. Our crafting system takes a lot of effort to completely rank up in and it takes months for people to be self-sufficient enough to make most of their own gear. Add to ...
  Topic: Favorite Unintended Gameplay
Zephen_Descartes

Replies: 14
Views: 148801

PostForum: Design   Posted: Mon Sep 24, 2007 4:35 am   Subject: Re: Favorite Unintended Gameplay

One that's shading more toward the abusive was how it became popular to use 'tell <npc> you there?' to find out if the NPC you like to farm is alive at the moment. No longer possible. Now yo ...
  Topic: Favorite Unintended Gameplay
Zephen_Descartes

Replies: 14
Views: 148801

PostForum: Design   Posted: Mon Sep 24, 2007 4:22 am   Subject: Re: Favorite Unintended Gameplay
I think you read too much into my example. I'm not really in favor of that particular example so much as I am of creating an open-ended system where players can create their own content. In that parti ...
  Topic: Design Methodology
Zephen_Descartes

Replies: 13
Views: 19855

PostForum: Design   Posted: Mon Sep 24, 2007 4:14 am   Subject: Design Methodology
Something interesting related to this concept happened on my MUD just yesterday. We've got a random drops system where random drop pieces for an item load and each have base stats, which when combined ...
  Topic: Design Methodology
Zephen_Descartes

Replies: 13
Views: 19855

PostForum: Design   Posted: Mon Sep 24, 2007 4:06 am   Subject: Design Methodology
An area that's designed solely to provide a moderately undemanding killing ground for level 15-20 warriors loses all its relevance with such minor changes as, say, tearing out the H&S death econom ...
  Topic: The design process
Zephen_Descartes

Replies: 16
Views: 37774

PostForum: Administration   Posted: Mon Sep 24, 2007 12:06 am   Subject: Re: The design process
I suppose it depends on your situation, personality, and personal style. I know one of our programmers hates the base we have right now pretty bad because of its overuse of macros (it's a circle base) ...
  Topic: Favorite Unintended Gameplay
Zephen_Descartes

Replies: 14
Views: 148801

PostForum: Design   Posted: Sun Sep 23, 2007 5:24 am   Subject: Favorite Unintended Gameplay
What was your favorite unintended gameplay mechanism that players started using? Richard Bartle used the example of communicable diseases which players would infect entire zones with to weaken them. D ...
 
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