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  Topic: Data Structures & Grid-based MUDs
kelson76

Replies: 13
Views: 34249

PostForum: Coding   Posted: Fri Apr 07, 2006 3:31 am   Subject: Data Structures & Grid-based MUDs
Keep in mind that directional (n,e,s,w - grids) systems are also cumbersome for players, not just for storage and building. A region-based system with target-based movement is much more suitable to al ...
  Topic: Questless exploration
kelson76

Replies: 19
Views: 40458

PostForum: Design   Posted: Tue Apr 04, 2006 10:45 pm   Subject: Questless exploration
So, I've been reading throught this thread and have a couple of thoughts...good to see a new topic up in the Design forum, it's been pretty quiet lately.

I don't know that thinking of it as a quest ...
  Topic: Threading in Text MUDs
kelson76

Replies: 16
Views: 51222

PostForum: Coding   Posted: Sun Dec 04, 2005 12:54 am   Subject: Re: I disagree...
It really depends on how you are threading your mud server.

I only use a few major threads.

Communications Handler - Handles Network I/O, uses Queue's to transfer data to the other threads.
Com ...
  Topic: Threading in Text MUDs
kelson76

Replies: 16
Views: 51222

PostForum: Coding   Posted: Fri Dec 02, 2005 4:58 am   Subject: I disagree...
Unless you've got a multi-core system, threading does you no favors, and instead creates race conditions and other delightful errors of the logical flavor.

I don't really see the value.

In 3-5 y ...
  Topic: Strategies and Patterns: What roads would any dare to tread?
kelson76

Replies: 25
Views: 53623

PostForum: General (Mud Related)   Posted: Thu Oct 20, 2005 7:52 pm   Subject: Well...not quite....
Burr...

Just a point concerning whether PD is good or not...

The existance of PD is a foundational aspect of the MUD. You do not shift your foundation and expect to retain player base.

The i ...
  Topic: Implementation: identical PC names?
kelson76

Replies: 49
Views: 113904

PostForum: Coding   Posted: Thu Oct 20, 2005 7:28 pm   Subject: Identical PC Names...
I think my biggest issue with identical PC names is they are such an integral way to delineate between players.

If my char's name is Bob, and I want to masquerade as someone else who is also named ...
  Topic: Bitch about licenses here
kelson76

Replies: 5
Views: 16830

PostForum: General (Mud Related)   Posted: Sun Oct 09, 2005 1:17 am   Subject: Bitch about licenses here
What license? Don't have one, yet. I may yank Diku's license; it covers everything I'm worried about. I may GPL it (or rewrite the GPL slightly in order to cover services--if you host my code you must ...
  Topic: Parsing user input.
kelson76

Replies: 21
Views: 28009

PostForum: Design   Posted: Thu Sep 29, 2005 10:27 pm   Subject: Re: Parsing user input.
Dunno....when I look at what you are trying to do....

If you are doing it because you think it would be cool and fun to do, have at it. If you are doing it to enhance the playing experience....
...
  Topic: Alignment
kelson76

Replies: 25
Views: 68766

PostForum: Design   Posted: Sun Aug 28, 2005 8:16 pm   Subject: Thoughts on Alignment....
Here are a few considerations....

1. In reality, most people are closer to a good/neutral than a full-blown good. Why are so many Mobs classified as Good or Evil? I think the vast majority should ...
  Topic: Real Life Time <--> MUD Time
kelson76

Replies: 15
Views: 24926

PostForum: Design   Posted: Mon Aug 08, 2005 8:54 pm   Subject: Mudtime vs Real Time
I think there are a couple of aspects to look at...

Does time really matter in the mud?

a. Shops open at certain times?

Does every location have to be in the same "timezone"? If you can get ...
  Topic: Command Queues wrt Input Handlers
kelson76

Replies: 15
Views: 30145

PostForum: Design   Posted: Wed Jul 20, 2005 3:07 pm   Subject: Re: Command Queues wrt Input Handlers
I want a multi-threaded architecture.
<snip>
I like the idea of putting network IO and file IO on their own threads, using queues as the hand off between them, to keep everything in the corre ...
  Topic: Command Queues wrt Input Handlers
kelson76

Replies: 15
Views: 30145

PostForum: Design   Posted: Fri Jul 15, 2005 3:50 pm   Subject: Re: Command Queues wrt Input Handlers
I think it's an absolute horror to link command parsing in a way that's interwined with the network subsystem. Traditional Diku does this as well as
some LPMuds. I would advise complete separation ...
  Topic: Alternate stat methods
kelson76

Replies: 22
Views: 31607

PostForum: Design   Posted: Fri Jul 01, 2005 7:57 pm   Subject: Not exactly....
But surely it is highly undesirable for a much lower-level player to be able to take down a much-higher-level player anyway?

If you want to have a combat system that is primarily driven by the skil ...
  Topic: Alternate stat methods
kelson76

Replies: 22
Views: 31607

PostForum: Design   Posted: Thu Jun 30, 2005 8:35 pm   Subject: Death Spirals....
I think with a stat based damage system, there are a couple of ways to reduce the death spiral issues.

1. Increased granularity in stats decrements. This means that for fairly even characters, the ...
  Topic: Wear Location System
kelson76

Replies: 19
Views: 31704

PostForum: Design   Posted: Thu Jun 30, 2005 8:29 pm   Subject: Combine the crafting and questing

This works rather well as it is, but I am foreseeing some balance problems when we implement the craftskills we are working on. Among the skills would be the ability to forge your own weapons and ma ...
 
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