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  Topic: a different character system
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Replies: 0
Views: 18158

PostForum: 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: 18646

PostForum: 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: 12432

PostForum: 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: 15659

PostForum: 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 Smile ) 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: 15659

PostForum: 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: 23247

PostForum: 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: 23247

PostForum: 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: 6956

PostForum: 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: 59787

PostForum: 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: 18280

PostForum: 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: 25963

PostForum: 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: 71041

PostForum: 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: 57892

PostForum: 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: 10169

PostForum: 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: 10169

PostForum: 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. Wink

The idea of the site as a design journal, and not ...
 
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