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Topic: a different character system |
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Replies: 0
Views: 19410
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Forum: Design Posted: Wed Jul 18, 2012 8:06 am Subject: a different character system |
Everyone is familiar with the conventional character system on muds; a player logs in and creates their PC. There are many variations from there; classes, levels, classless, levelless, practices, skil ... |
Topic: Using the Three Clue Rule in content design |
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Replies: 1
Views: 20184
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Forum: Design Posted: Sat Dec 31, 2011 10:46 pm Subject: Using the Three Clue Rule in content design |
I remember reading that a while back and at the time I just had finished reading this,
http://memento-mori.com/2010/03/fuck-you-and-your-box-text/
Going to post the full text as I'm having trou ... |
Topic: Why we mud |
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Replies: 2
Views: 13528
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Forum: Design Posted: Sun May 22, 2011 9:16 pm Subject: Why we mud |
I am just wondering why the mud community is not trying other technology to bring the same gameplay experience to the gamers
I think the answer actually is very simple. There is the familiar exp ... |
Topic: Atypical Skill System for Combat |
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Replies: 5
Views: 17271
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Forum: Design Posted: Tue May 17, 2011 4:57 am Subject: Atypical Skill System for Combat |
This gave me an idea for a rather odd/ridiculous (or I guess, atypical ) skill system for combat, or potentially any game system. What if instead of relying on skills that you choose beforehand, yo ... |
Topic: Atypical Skill System for Combat |
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Replies: 5
Views: 17271
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Forum: Design Posted: Sat May 14, 2011 8:13 pm Subject: Atypical Skill System for Combat |
I think most often you see systems based on both. Godwars 2 has something like this, I'm sure there are others.
An old PBM game called Duelmasters had an approach more similar to what you're talki ... |
Topic: Summer Project Design Journal |
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Replies: 13
Views: 25969
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Forum: Design Posted: Fri Apr 29, 2011 7:51 pm Subject: Re: Editor |
OK, so I have been spending the past few days on finals and familiarizing myself with Panda3D. I have started on a basic 3D object editor using it.
Interesting, I wonder if you can include a netwo ... |
Topic: Summer Project Design Journal |
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Replies: 13
Views: 25969
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Forum: Design Posted: Fri Apr 22, 2011 2:01 am Subject: Summer Project Design Journal |
Welcome back Kuros, and great idea for the journal.
How are you planning to model/describe the objects? Will you parse a 3d model file somehow to create the text description? Or create a more abst ... |
Topic: Mechanics vs cosmetics: two sides of the same coin? |
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Replies: 1
Views: 7809
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Forum: General (Mud Related) Posted: Wed Jan 19, 2011 2:34 am Subject: Mechanics vs cosmetics: two sides of the same coin? |
I can't think of an example, but this does remind me of a comment I read on another forum recently that went something like, 'the content is the gameplay', which tends to run counter to what many folk ... |
Topic: Player-built dungeons |
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Replies: 30
Views: 65293
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Forum: Design Posted: Wed Aug 11, 2010 3:07 am Subject: Player-built dungeons |
Seems like the search tool could be given an in-fiction skin pretty easily as a rumour system or something similar. Though I suppose it depends on the mud whether you care about that. |
Topic: Visitor-generated content |
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Replies: 6
Views: 19833
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Forum: Design Posted: Wed Jun 16, 2010 3:34 am Subject: Visitor-generated content |
This is an awesome idea. I would call it audience-generated content (AGC). though, if we want to patent the term now ;D. |
Topic: Kusht |
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Replies: 18
Views: 29325
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Forum: Coding Posted: Wed Jun 02, 2010 2:48 pm Subject: Kusht |
I would agree that things like prompts and global chat messages get in the way of the gameplay, and I almost always want these removed from the main text window -- if not in a GUI, then the option to ... |
Topic: Player-generated content woes |
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Replies: 38
Views: 77567
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Forum: Design Posted: Thu Feb 18, 2010 6:18 am Subject: Player-generated content woes |
It seems like you would want to make some of the bots influence the difficulty ranking more than others; for example, an invisible bot dying should add more to the rank than a vanilla tank dying. |
Topic: Social Combat/Politics |
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Replies: 29
Views: 64422
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Forum: Design Posted: Fri Feb 12, 2010 4:39 am Subject: Social Combat/Politics |
I like the idea of favors + tasks a lot. You could specialize this a bit, for example with binding tasks that can cause a loss of favors if you don't complete them, but offer more reward if you do.
... |
Topic: the future of MudLab? |
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Replies: 7
Views: 11440
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Forum: Meta Posted: Sun Feb 07, 2010 8:18 pm Subject: the future of MudLab? |
I'm pretty sure KaVir has no intention of closing MudLab (it's on the same machine as his mud).
It is kind of funny how the community is spread out, but I don't see the conversation happening betw ... |
Topic: the future of MudLab? |
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Replies: 7
Views: 11440
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Forum: Meta Posted: Fri Feb 05, 2010 12:21 am Subject: the future of MudLab? |
I like MudLab as a design journal as well; at the same time I think some more journaling in the design journal, so to speak, would be fruitful.
The idea of the site as a design journal, and not ... |
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