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  Topic: Summer Project Design Journal
donky

Replies: 13
Views: 32635

PostForum: Design   Posted: Thu May 05, 2011 8:21 am   Subject: Summer Project Design Journal
Basically, we had model files which defined the shape of elements found in the world in terms of triangles. Pretty standard, before Minecraft came around and gave voxels a boost in popularity.

If ...
  Topic: Summer Project Design Journal
donky

Replies: 13
Views: 32635

PostForum: Design   Posted: Mon May 02, 2011 8:32 am   Subject: Summer Project Design Journal
Before the MUD I worked on in university wound down, we had much the same idea. 3D-defined world, text-based exploration of the world, line of sight visibility and so forth. We didn't use blocks, bu ...
  Topic: Dealing with unavailable commands
donky

Replies: 8
Views: 24407

PostForum: Design   Posted: Sat Oct 02, 2010 5:48 am   Subject: Dealing with unavailable commands
One could generate shortest unique match tables to avoid the kill - kiss situation. And then k-ki would generate an ambiguous command message.
I'd prefer not to ever execute an ambiguous command ...
  Topic: Dealing with unavailable commands
donky

Replies: 8
Views: 24407

PostForum: Design   Posted: Fri Oct 01, 2010 1:18 am   Subject: Dealing with unavailable commands
How do you decide when a command moves from one category to the other? Are you suggesting that immortal commands should be hidden on the basis that players won't ever have them? But what if they're ...
  Topic: Dealing with unavailable commands
donky

Replies: 8
Views: 24407

PostForum: Design   Posted: Fri Oct 01, 2010 12:54 am   Subject: Dealing with unavailable commands
that is a sure sign of a bored coder who has no choice but to nit pick command availability.
Watch this [url=http://www.youtube.com/watch?v=Af1OxkFOK18]youtube video. What he is saying, in the conte ...
  Topic: Dealing with unavailable commands
donky

Replies: 8
Views: 24407

PostForum: Design   Posted: Thu Sep 30, 2010 11:00 am   Subject: Re: Dealing with unavailable commands
But in my case it was worse, as there were so many commands, and it felt very cluttered and confusing. As a result, one of the early decisions I made when designing GW2 was that you'd only see comman ...
  Topic: Kusht
donky

Replies: 18
Views: 37533

PostForum: Coding   Posted: Tue Jun 01, 2010 12:08 am   Subject: Kusht
The text window is serving a general purpose, dealing with everything not covered by the other windows. He could in theory drop it, but he'd need a lot more windows first.

Perhaps someone will eve ...
  Topic: Kusht
donky

Replies: 18
Views: 37533

PostForum: Coding   Posted: Sat May 22, 2010 1:14 am   Subject: Kusht
In regard to telnet clients, Nick Gammon recently released a YouTube video showing some of the telnet negotiation concepts he's been working on - you

Interestingly, the text part of his game is pr ...
  Topic: MUD blogs
donky

Replies: 7
Views: 20025

PostForum: General (Mud Related)   Posted: Thu Jul 23, 2009 1:52 am   Subject: MUD blogs
There's also a [url=http://www.reddit.com/r/MUD/]mudding reddit. Not much posted there, or many members for that matter. But maybe something can be done with that.
 
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