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
- 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 Ling
On Wed, 9 Dec 1998, Nathan F Yospe wrote:
> On Tue, 8 Dec 1998, Ling wrote:
> :On Thu, 3 Dec 1998, Niklas Elmqvist wrote:
>
> :I can't claim to be a budding game designer if I haven't at least thought
> :about all the different types of games possible! :) I think JCL is
> :referring to my thoughts about teamwork and how games orientate around
> :"Only You Can Save Mankind". I'm all in favour of wingmen running around
> :getting in your way when you're about to do something that's quite vital
> :and would probably save their butts too (which happened to me whilst
> :playing some game last week).
>
> Pratchett is genious. I couldn't help thinking about Nintendo "Starfox",
> and the "teammates" you have to save when I read that. I've had a little
> bit of thought in the same direction, especially with the teams for GURU
> and the battalions for Singularity 2. Sing 2 shouldn't have that many of
> the NPC teammate types...
Okay, actually I'd rather have teammates that helped me. :) The problem
with coding this is providing decent interface for the human player to
examine and order the teammates and a conjugate interface for the teamates
to gauge the human player. It's usually the latter that's ignored
resulting in a one way flow of information. That's why all-human teams
work better, they tell each other how they are and what each of them are
going to try and do to achieve the goal. Unfortunately this is trudging in
AI waters and the word blackboard.
> Unless you weren't refering to the Pratchett book by that name? There is
> some need for thought in the area of goals and division of glory when in
> a massively multiplayer setting. I used to approach it with split story,
> multi-continuity approach (see my old posts on story fragments), but now
> am looking at regenerating clones of the same story in a new world, with
> new characters and settings. The variables for this sort of thing are at
> least dynamic enough for some "freshness" with a cloned story. The least
> recognizable aspects are all that remain... the old plot/quest elements.
I was referring to both the genre of one vs. the world and the book;
trying to be clever. :) I admit that the big attraction of a lone saviour
is that of ego boosting. How ironic given that employers look for team
spirit. Is it coz these 'team players' actually wanna kick their
colleagues' butts with a tac-nuke?
Looking back at some of my doodles for game designs and evaluating them 8
yrs on, they probably wouldn't give as much satisfaction as the lone wolf
type games coz they share out too much of the glory. Games like
Battlezone lets you keep the kudos coz the player *built* the AI units in
the first place. You own those units and they owe their existance to you.
The same effect wouldn't be there if some 'higher command' allocated a
squad for you to play with.
> :> Not sure what you're getting at with "orientation" here, but I tend to
> :> agree on the cyborg bit (if I understand you correctly). Dying as a GI in
> :> an Omaha beach scenario would probably transfer your control to another
> :> soldier in the same unit (or at least someone of the same rank and class)
> :> -- if the cyborg did not take care of diving into cover automatically, the
> :> player might find himself walking through a line of characters in a few
> :> seconds' time if that MG-42 opens up at an unfortunate time.
>
> :Ever played X-Wing vs. Tie Fighter? In that, you pilot a craft in a
> :squad. Dying means you are shunted to another craft in the same squad.
> :When this does happen, I usually take at least a second to check where I
> :am, my status, who's on my tail and ohmigosh I'm about to fly into a Star
> :Destroyer! (that's actually happened) In any case, it's worth looking
> :into the game to see what commands for wingmen has evolved over the years.
> :Stuff like attack my target, scram and target the unit that's targetting
> :my target. :)
>
> That could be fun... I've never really considered doing something like a
> body-switch on death. If a character has a clone waiting, the mind moves
> into the clone in whatever clone-bank is being used. If not, the player,
> bereft of one character, is prompted to animate another character from a
> list of currently owned characters, or create a new one. It might be fun
> to allow the player to select a comparable NPC at the time of death, but
> not randomly.
The body-switch on death used in the above game had a defined limit, you
could only switch so long as there were squad members surviving. The was
a sufficient disadvantage in switching anyway, the size of your squad
drops down a notch, the craft you drop into is probably in multiple pieces
and it didn't reflect well on your combat record.
I wouldn't recommend body-switching for 99.99% of muds. It just "doesn't
feel right" as well as having dire consequences on the gameplay. JCL's
rather extreme mud being in that 0.01%.
> :For muds, it's different, I've planted people in other parties to see what
> :they're doing whilst I go around setting things up for an ambush. We did
> :shortcut coz the plant is usually a friend who's playing in the same room
> :as me.
>
> And this is the reason for the player accounts and the fact that I have
> in the client a bit of code to prevent multiple running versions. There
> would have to be a second computer on a second provider acting as the
> plant, for someone to pull this off. That, or two people with a
> telephone...
I don't see how this stops a friend with a genuine account spying for me,
which is what I meant above. We were in labs, each computer had a
separate internet address. I'm in labs atm, still haven't bought a PC. :)
Random thought spurred from your passage: Imagine grouping the starting
point of players according to their geography. Kinda like what UO does
(implicitly due to lag) but imagine if each server was just an area in one
large world.
| Ling Lo (aka Lethargic Lad)
_O_O_ kllo@iee.org
- DIS: Client-Server vs Peer-to-Peer Ling
- 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