November 1998
- ADMIN: Unsubscriptions J C Lawrence
- ScryMUD [CUSTOM] Code release. Ben Greear
- Designgoals for CoolComponentCore(Was MUD-Dev's...) Ola Fosheim Grøstad
- Designgoals for CoolComponentCore (Was MUD-Dev's...) Niklas Elmqvist
- Designgoals for CoolComponentCore (Was MUD-Dev's...) Ola Fosheim Grøstad
- DevMUD: CVS Tree is ready. Are your sources? J C Lawrence
- DevMUD considerations and the Halloween article J C Lawrence
- DevMUD considerations and the Halloween article Jon Leonard
- DevMUD considerations and the Halloween article Adam J. Thornton
- DevMUD considerations and the Halloween article J C Lawrence
- DevMUD considerations and the Halloween article Chris Gray
- DevMUD considerations and the Halloween article Jon Leonard
- DevMUD considerations and the Halloween article David Bennett
- DevMUD considerations and the Halloween article Alex Oren
- DevMUD considerations and the Halloween article Chris Gray
- DevMUD considerations and the Halloween article Marc Hernandez
- DevMUD considerations and the Halloween article Chris Gray
- DevMUD considerations and the Halloween article Vadim Tkachenko
- DevMUD considerations and the Halloween article Jon Leonard
- DevMUD considerations and the Halloween article Alex Oren
- DevMUD considerations and the Halloween article Alex Oren
- DevMUD considerations and the Halloween article Ola Fosheim Grøstad
- DevMUD considerations and the Halloween article Chris Gray
- Designgoals for CoolComponentCore (Was MUD-Dev's...) Chris Gray
- Fallacy Watch and DevMUD Vision (was ... CoolComponentCore) Hal Black
- Fallacy Watch and DevMUD Vision (was ... CoolComponentCore) Ola Fosheim Grøstad
- Fallacy Watch and DevMUD Vision (was ... CoolComponentCore) Jon Leonard
- Fallacy Watch and DevMUD Vision (was ... CoolComponentCore) Ola Fosheim Grøstad
- Flamebite of the day Vadim Tkachenko
- META: DevMUD, MUD-Dev, and (list) futures J C Lawrence
- META: DevMUD, MUD-Dev, and (list) futures Jon Leonard
- META: DevMUD, MUD-Dev, and (list) futures James Wilson
- META: DevMUD, MUD-Dev, and (list) futures J C Lawrence
- META: DevMUD, MUD-Dev, and (list) futures J C Lawrence
- DevMud RFC #1 - Was DevMUD considerations and the Halloween article James Wilson
- My vision for DevMUD Jon Leonard
- My vision for DevMUD Niklas Elmqvist
- My vision for DevMUD Jon Leonard
- My vision for DevMUD Thandor
- My vision for DevMUD Robert Woods
- My vision for DevMUD ApplePiMan@aol.com
- My vision for DevMUD Thandor
- My vision for DevMUD Jon Leonard
- My vision for DevMUD Adam J. Thornton
- My vision for DevMUD Jon Leonard
- My vision for DevMUD Adam J. Thornton
- My vision for DevMUD Caliban Tiresias Darklock
- My vision for DevMUD ApplePiMan@aol.com
- My vision for DevMUD James Wilson
- My vision for DevMUD ApplePiMan@aol.com
- My vision for DevMUD James Wilson
- My vision for DevMUD Jon A. Lambert
- My vision for DevMUD Darrin Hyrup
- My vision for DevMUD Jon Leonard
- My vision for DevMUD J C Lawrence
- My vision for DevMUD ApplePiMan@aol.com
- My vision for DevMUD ApplePiMan@aol.com
- My vision for DevMUD ApplePiMan@aol.com
- My vision for DevMUD Jon A. Lambert
- My vision for DevMUD Hal Black
- My vision for DevMUD ApplePiMan@aol.com
- My vision for DevMUD Jon A. Lambert
- My vision for DevMUD Chris Gray
- My vision for DevMUD Chris Gray
- My vision for DevMUD Ben Greear
- My vision for DevMUD Jo Dillon
- My vision for DevMUD Ben Greear
- DevMUD Prototyping (was META: DevMUD, MUD-Dev, and (list) futures) Jon Leonard
- DevCore Project Management Ola Fosheim Grøstad
- DevCore Project Management Adam Wiggins
- DevCore Project Management Ola Fosheim Grøstad
- DevCore Project Management Simon Duggan
- DevCore Project Management Jon Leonard
- DevCore Project Management Chris Gray
- DevCore Project Management Darrin Hyrup
- Fallacy Watch and DevMUD Vision (was ... CoolComponentCore) Chris Gray
- Drama Theory Ling
- Moral license (My vision for DevMUD) Ola Fosheim Grøstad
- Moral license (My vision for DevMUD) ApplePiMan@aol.com
- Moral license (My vision for DevMUD) Ola Fosheim Grøstad
- Fwd: My vision for DevMUD Jon Leonard
- DevMUD Prototyping Niklas Elmqvist
- Altima... Thandor
- Fwd: My vision for DevMUD Darrin Hyrup
- Tim O'Reilly's "Open Letter to Microsoft" ApplePiMan@aol.com
- Tim O'Reilly's "Open Letter to Microsoft" Adam Wiggins
- [DevMud] quick question... Franklyn Colebrooke, Jr.
- signal to noise... Andrew Wilson
- "knights and merchants" - NYTimes review James Wilson
- ADMIN: DevMUD posting authority promotions J C Lawrence
- A Small Conceptual Object System For MUDs Ola Fosheim Grøstad
- A Small Conceptual Object System For MUDs Emil Eifrem
- A Small Conceptual Object System For MUDs Mark Gritter
- A Small Conceptual Object System For MUDs Ola Fosheim Grøstad
- A Small Conceptual Object System For MUDs Jon A. Lambert
- Random Quest Generation chris@realm.zfn.uni-bremen.de
Greetings people,
For like three days now, the MUD I code for benefits from a Random Quest
Generator, which I have been designing and implementing for some weeks now.
What I would like to hear, are comments on it's implementation, and maybe
suggestions for improvements; and of course I would like to hear experiences
of other implementations of random quest generators.
The Random Quest Engine (RQE in short) is placed on top of a database,
which contains references to special landmark rooms, NPCs, monsters,
objects, and question-answer pairs (riddles). Hard-coded are various
'mission-types' (the engine was inspired by the Wing Commander series),
where each type takes the elements from the database needed for 'filling'
the quest. The mission type also determines the 'quest final state' which
the player must reach in order to be rewarded.
An example: a player receives a random quest of type 'escort mission'.
An NPC is loaded, and starts following the player. A room is randomly
taken from the whole world (not a landmark room...landmark rooms are
taken when really the *ROOM* is in focus of interest). The quest final
state would be, when player, NPC are in the quest room. The player is
then randomly rewarded.
This approach (mission types on top of a database) offers the greatest
variance in my opinion. What is of course a bit harder to do is adding
new mission types, as this requires hard coding. But I guess seven
different mission types as a start are not too bad.
Also interesting to mention is, that the quests are scaled with the
player's level of experience. For example: a newbie will receive a quest
which is within his current 'zone', whereas a high level hero will have
the 'whole world to their feet', so-to-speak. Also the stats of the NPCs
and monsters are adapted accordingly.
Now, if anyone out there has a different approach...I'd like to discuss
models of random quest generation; also (of course as creator of the
above model I'm sort of 'blind' to its flaws :) ), I'd be happy if people
could point out possible flaws of the above system.
Regards,
- Chris
--
/----------------------------------------------------------------------------\
| Christian Loth, chris@rom.mud.de | REALM OF MAGIC |
| http://rom.mud.de/~chris | telnet rom.mud.de 4000 |
| | http://rom.mud.de/ |
\----------------------------------------------------------------------------/ - Random Quest Generation Chris Gray
- Random Quest Generation Michael.Willey@abnamro.com
- Random Quest Generation J C Lawrence
- Random Quest Generation J C Lawrence
- Quick socket question Dr. Cat
- Quick socket question Jon Leonard
- Quick socket question Ben Greear
- Quick socket question Chris Gray
- Quick socket question J C Lawrence
- Quick socket question J C Lawrence
- Quick socket question Adam Wiggins
- Quick socket question Petri Virkkula
- ScryMUD [CUSTOM] Released under GNU General Public License Ben Greear
- Quick socket answer Dr. Cat
- Rebol Ling
- Spell components, chemistry, and the like... quzah [sotfhome]
- Spell components, chemistry, and the like... Chris Gray
- Spell components, chemistry, and the like... quzah [sotfhome]
- Spell components, chemistry, and the like... JavaAl@aol.com
- Spell components, chemistry, and the like... Adam Wiggins
- Spell components, chemistry, and the like... quzah [sotfhome]
- Spell components, chemistry, and the like... Nathan F Yospe
- Spell components, chemistry, and the like... quzah [sotfhome]
- Spell components, chemistry, and the like... Hal Black
- Spell components, chemistry, and the like... Ling
- Spell components, chemistry, and the like... Caliban Tiresias Darklock
- Spell components, chemistry, and the like... Ben Greear
- Spell components, chemistry, and the like... Caliban Tiresias Darklock
- Spell components, chemistry, and the like... quzah [sotfhome]
- Spell components, chemistry, and the like... Caliban Tiresias Darklock
- Spell components, chemistry, and the like... quzah [sotfhome]
- Spell components, chemistry, and the like... Hal Black
- Spell components, chemistry, and the like... Peck, Matthew x96724c1
- Spell components, chemistry, and the like... Nathan F Yospe
- Spell components, chemistry, and the like... Ben Greear
- Spell components, chemistry, and the like... JavaAl@aol.com
- Spell components, chemistry, and the like... Chris Gray
- Spell components, chemistry, and the like... Nathan F Yospe
- Spell components, chemistry, and the like... Adam J. Thornton
- Spell components, chemistry, and the like... Franklyn Colebrooke, Jr.
- Spell components, chemistry, and the like... Emil Eifrem
- Spell components, chemistry, and the like... Nathan F Yospe
- ADMIN: Attributions J C Lawrence
- AMIN: Unsubscriptions J C Lawrence
- OO Design Question Brad Leach
- OO Design Question J C Lawrence
- Chemistry [Warning, scientific content] Peck, Matthew x96724c1
- MUD clients, testing Chris Gray
- MUD clients, testing Scatter
- MUD clients, testing J C Lawrence
- JOB: Project manager and scaling/networking guru needed for game project J C Lawrence
- More module ideas Mark Gritter
- The Innerworld Project Niklas Elmqvist
- META: FAQ's bios. Ling
- Mage 2 Mage 0.89 J C Lawrence
- Game library notes J C Lawrence
- World Building Page Ling
- ScryMUD [CUSTOM] Code release 1.8.1 Ben Greear
- DIS: Client-Server vs Peer-to-Peer Niklas Elmqvist
- DIS: Client-Server vs Peer-to-Peer J C Lawrence
- DIS: Client-Server vs Peer-to-Peer Niklas Elmqvist
- DIS: Client-Server vs Peer-to-Peer J C Lawrence
- DIS: Client-Server vs Peer-to-Peer Ling
- DIS: Client-Server vs Peer-to-Peer Niklas Elmqvist
- DIS: Client-Server vs Peer-to-Peer Ling
- DIS: Client-Server vs Peer-to-Peer Nathan F Yospe
- DIS: Client-Server vs Peer-to-Peer J C Lawrence
- DIS: Client-Server vs Peer-to-Peer Niklas Elmqvist
- DIS: Client-Server vs Peer-to-Peer Ola Fosheim Grøstad
- DIS: Client-Server vs Peer-to-Peer Marc Hernandez
- DIS: Client-Server vs Peer-to-Peer Caliban Tiresias Darklock
- DIS: Client-Server vs Peer-to-Peer Marc Hernandez
- DIS: Client-Server vs Peer-to-Peer Caliban Tiresias Darklock
- DIS: Client-Server vs Peer-to-Peer Mik Clarke
- DIS: Client-Server vs Peer-to-Peer Adam Wiggins
- DIS: Client-Server vs Peer-to-Peer Jon Leonard
- DIS: Client-Server vs Peer-to-Peer Niklas Elmqvist
- DIS: Client-Server vs Peer-to-Peer Greg Underwood
- DIS: Client-Server vs Peer-to-Peer Greg Underwood
- DIS: Client-Server vs Peer-to-Peer Marc Hernandez
- DIS: Client-Server vs Peer-to-Peer Greg Underwood
- DIS: Client-Server vs Peer-to-Peer Niklas Elmqvist
- DIS: Client-Server vs Peer-to-Peer Greg Underwood
- Ruminations on CVS and developing in the Bazaar Ben Greear
- Ruminations on CVS and developing in the Bazaar Chris Gray
- Ruminations on CVS and developing in the Bazaar greear@cyberhighway.net
- Ruminations on CVS and developing in the Bazaar J C Lawrence
- Ruminations on CVS and developing in the Bazaar greear@cyberhighway.net
- Ruminations on CVS and developing in the Bazaar J C Lawrence
- Ruminations on CVS and developing in the Bazaar Petri Virkkula
- DevMUD: List data, subscription, and the rest J C Lawrence
- DevMUD: List data, subscription, and the rest J C Lawrence
- Atention SSH/Java-developers (MindTerm update) J C Lawrence
- ScryMUD/Hegemon code Release Ben Greear