October 1999
- DIVE Holly Sommer
- Admin: Kanga.Nu is going down for couple hours J C Lawrence
- ADMIN: We should be back up now J C Lawrence
- Admin: Archive updates J C Lawrence
- ADMIN: DevMUD is closing J C Lawrence
- ADMIN: Explanation of DevMUD vs MUD-Dev and a minor note J C Lawrence
- ADMIN: For those with an interest in patterns J C Lawrence
- ADMIN: Kanga.Nu Library -- first edition J C Lawrence
- weather Matthew Mihaly
- weather Mik Clarke
Matthew Mihaly wrote:
>
> Hi everyone. I'm wondering if any of you have good weather systems in your
> game, and if so, how it works. Achaea's weather "system" at the moment is
> a pile of crap, and I've designed a new one. I'm hoping that you all can
> suggest some improvements. I'm reasonably happy with my design, but there
> is definitely room for improvement.
[BIG SNIP]
I've just ripped a somewhat simpler system out of CthulhuMud, mainly
because it didn't seem to produce interesting results. I replaced it
with a simple transitional matrix for the core weather and a climate
interpretation for each area.
The matrix simply gives the chance in 100 of going from the current
weather to the new type of weather (clear, cloudy, rain, storms). I
think I have a different matrix for each season. Once the weather
changes I generate a duration of how many (game) hours it will last.
At the end of that time I generate another transition.
Each area has a climate and this interprets the base weather to give
the areas weather. For a desert, they almost all map to sunny and dry.
For the arctic, they map to clear and cold, clouds, snow and blizzards.
Quick and simple, and so far no one has complained that it's
unrealistic.
Mik - weather Matthew Mihaly
- weather Greg Miller
- weather Mik Clarke
- Alternate Character Sets (Telnet Question) Chimera
- Alternate Character Sets (Telnet Question) Travis S. Casey
- Alternate Character Sets (Telnet Question) Greg Miller
- Interesting little discussion going on at /. Nathan F Yospe
- Dan Kegel: A few notes on writing multiplayer games J C Lawrence
- Dan Kegel: A few notes on writing multiplayer games Bruce Mitchener, Jr.
- Coolmud Ilya, Game Commandos
- Affect of personalizing cannon fodder mobs Lazarus
- Affect of personalizing cannon fodder mobs Caliban Tiresias Darklock
- Affect of personalizing cannon fodder mobs Matthew Mihaly
- Affect of personalizing cannon fodder mobs Chris Turner
- Affect of personalizing cannon fodder mobs Colin Coghill
- Affect of personalizing cannon fodder mobs Greg Miller
- patents and muds Bruce Mitchener, Jr.
- patents and muds Sellers, Michael
- patents and muds Mik Clarke
- patents and muds Cynbe ru Taren
- patents and muds Joe Andrieu
- patents and muds Koster, Raph
- patents and muds Cynbe ru Taren
- Pueblo Par Winzell
- Library updates J C Lawrence
- Pueblo Mik Clarke
- patents and muds Richard Bartle
- patents and muds Scott Boding
- patents and muds Caliban Tiresias Darklock
- patents and muds Joel Kelso
- patents and muds Caliban Tiresias Darklock
- patents and muds Mik Clarke
- patents and muds Mik Clarke
- Cannon fodder mobs alternatives Aaron
- Patent problems Richard Bartle
- History of online gaming Koster, Raph
- historians Matthew Mihaly
- historians Laurel Fan
- historians Matthew Mihaly
- historians Laurel Fan
- historians Philip Loguinov -- Draymoor
- historians Matthew Mihaly
- historians Marian Griffith
- historians Mik Clarke
- historians J C Lawrence
- historians J C Lawrence
- historians cg@ami-cg.GraySage.Edmonton.AB.CA
- historians Matthew Mihaly