March 1999
- Storytelling vs simulation, Koster, Raph
- Storytelling vs simulation, Eli Stevens {KiZurich}
- Storytelling vs simulation, Mik Clarke
- Storytelling vs simulation, J C Lawrence
- Storytelling vs simulation, Matthew Mihaly
- Storytelling vs simulation, J C Lawrence
- Storytelling vs simulation, Matthew Mihaly
- Storytelling vs simulation, Caliban Tiresias Darklock
- OT: MUSH semantics (was: Influential muds) T. Alexander Popiel
- Storytelling and Gods (fairly long) Matthew Mihaly
- Storytelling and Gods (fairly long) Koster, Raph
- Storytelling and Gods (fairly long) Matthew Mihaly
- Generic event handling Adam Wiggins
- How to support 1000+ simultaneous connections, and some philosophy. Ben Greear
- How to support 1000+ simultaneous connections, and some philosophy. Matthew D. Fuller
- How to support 1000+ simultaneous connections, and some philosophy. Chris Gray
- How to support 1000+ simultaneous connections, and some philosophy. Chris Gray
- How to support 1000+ simultaneous connections, and some philosophy. Caliban Tiresias Darklock
- How to support 1000+ simultaneous connections, and some philosophy. Nathan F Yospe
- How to support 1000+ simultaneous connections, and some philosophy. Caliban Tiresias Darklock
- How to support 1000+ simultaneous connections, and some philosophy. Jason Spangler
- How to support 1000+ simultaneous connections, and some philosophy. Oliver Jowett
- How to support 1000+ simultaneous connections, and some philosophy. Oliver Jowett
- How to support 1000+ simultaneous connections, and some philosophy. Chris Gray
- How to support 1000+ simultaneous connections, and some philosophy. Caliban Tiresias Darklock
- How to support 1000+ simultaneous connections, and some philosophy. Chris Gray
- How to support 1000+ simultaneous connections, and some philosophy. Petri Virkkula
- How to support 1000+ simultaneous connections, and some philosophy. Chris Gray
- How to support 1000+ simultaneous connections, and some philosophy. Petri Virkkula
- How to support 1000+ simultaneous connections, and some philosophy. J C Lawrence
- How to support 1000+ simultaneous connections, and some philosophy. Petri Virkkula
- ADMIN: Kanga.Nu outage and other news -- please read J C Lawrence
- Elder Games Martin C Sweitzer
- Elder Games Adam Wiggins
- Elder Games Koster, Raph
- Elder Games Matthew Mihaly
- Elder Games Caliban Tiresias Darklock
- Elder Games Martin C Sweitzer
- Elder Games Matthew Mihaly
- Elder Games Kylotan
- Elder Games Caliban Tiresias Darklock
- Elder Games Kylotan
- Elder Games Koster, Raph
- Elder Games B. Scott Boding
- Elder Games Wes Connell
On Mon, 15 Mar 1999, B. Scott Boding wrote:
> a self-expanding universe, but I've never had the time to build something like
> that. Has anyone toyed with that concept?
>
> -Scott
An idea I once had was to sort of set borders on all of the outer areas of
the mud. Whenever a player decided to cross that border thus entering the
"wasteland" , the "forbidden zone", or "unexplored terror" (you get the
point) he/she find themselves in a random area.
The random area could be generated in tons of different ways. The idea I
thought would be cool would be to have the mud generate a 20x20 grid area
in memory and use static descriptions/mobs/objects. The statics could be
of different types. Marsh, desert, jungle, tundra, etc. Then as the
character reached the exit of the area (if one was created) then a new
random area could be created.
The player can still find its way back because the area is still in
memory. Then after certain periods of inactivity the areas could be freed
and the next area will be random.
You could even go as far as to setting up oaises about five to ten areas
deep into the wastelands. Self-expanding to a point. More like
On-demand-expansion.
Sorta OT: I once had an idea a shadowrun based mud I was working on. To
get down to it, everything was based on a x,y,z coordinate system.
Example:
1) A big mean assassin blows up a building.
2) After everything settles the y part of the building is obviously gone.
3) So along come some dwarf construction guys to rebuild the building.
4) First x,1,z is built with the descriptions of the first floor of the
building. Using the descriptions from the original player file.
5) Next x,2,z ... x,N,z.
6) Once the building was rebuilt the mobs would begin repopping in it.
Example2: Using the handy dwarven construction workers function an admin
could create a building on an empty lot.
1) admin types 'create buildingX 40,40 50,50 30'
2) the mud processes this as
building type X
corner 1 = 40,40
corner 2 = 50,50
30 floors
10 basement floors ( a third of above ground floors )
3) the dwarves go to work and spend a day or two realtime actaully
building the structure.
4) the descriptions would be created corrosponding to the building type.
building_hospital, building_bank, building_firestation, and so forth.
5) the mobs/objects are the same way.
6) the admin could then go in and tweek the descriptions and mobjects.
These kind of creating a Semi-Self-Expanding universe. Hehehe.
Wes!
wconnell@adhesive.com
Performance:
A statement of the speed at which a computer system works. Or
rather, might work under certain circumstances. Or was rumored
to be working over in Jersey about a month ago. - Elder Games Caliban Tiresias Darklock
- Elder Games Matthew D. Fuller
- Elder Games B. Scott Boding
- Elder Games Michael Hohensee
- Elder Games Matthew Mihaly
- Elder Games Benjamin D. Wiechel
- Elder Games Wes Connell
- Elder Games Chris Gray
- Elder Games Chris Gray
- Elder Games J C Lawrence
- Elder Games Nathan F Yospe
- Elder Games J C Lawrence
- Multiple clients (was How to support 1000+ simultaneous connections) Matthew D. Fuller
- Multiple clients (was How to support 1000+ simultaneous connections) Chris Gray
- Naming and Directories? Mark Gritter
- Naming and Directories? Matthew D. Fuller
- Naming and Directories? Adam Wiggins
- Naming and Directories? Hans-Henrik Staerfeldt
- Naming and Directories? Chris Gray
- Naming and Directories? Mark Gritter
- Naming and Directories? Mik Clarke
- Naming and Directories? Mark Gritter
- Naming and Directories? Nathan F Yospe
- Naming and Directories? Ola Fosheim Grøstad
- Naming and Directories? Nathan F Yospe
- Naming and Directories? Mik Clarke
- Naming and Directories? Mark Gritter
- Naming and Directories? Jon A. Lambert
- Naming and Directories? Hans-Henrik Staerfeldt
- Naming and Directories? Ola Fosheim Grøstad
- Naming and Directories? Chris Gray
- Naming and Directories? Caliban Tiresias Darklock
- Naming and Directories? Ben Greear
- Naming and Directories? Mik Clarke
- Naming and Directories? Chris Gray
- Naming and Directories? Chris Gray
- Naming and Directories? Chris Gray
- Naming and Directories? Jo Dillon
- Naming and Directories? J C Lawrence
- Naming and Directories? Mark Gritter
- Naming and Directories? Ola Fosheim Grøstad
- Naming and Directories? Mark Gritter
- Naming and Directories? Ola Fosheim Grøstad
- Naming and Directories? Chris Gray
- Naming and Directories? J C Lawrence
- Naming and Directories? Jo Dillon
- Naming and Directories? Jay Carlson
- Naming and Directories? Jon A. Lambert
- Naming and Directories? Ola Fosheim Grøstad
- Naming and Directories? J C Lawrence
- Naming and Directories? Ola Fosheim Grøstad
- Balancing a Mud Martin C Sweitzer
- Balancing a Mud Neerenberg, AaronX
- Balancing a Mud Mik Clarke
- Balancing a Mud Martin C Sweitzer
- Multiple clients (was How to support 1000+ simultaneous connec Marc Bowden
- ADMIN: Signature length J C Lawrence
- distributed, _untrusted_ servers Oliver Jowett
- OT ADMIN: Web links to MUD-Dev J C Lawrence
- (fwd) MUD Economies J C Lawrence
- (fwd) MUD Economies J C Lawrence
- (fwd) MUD Economies J C Lawrence
- (fwd) MUD Economies J C Lawrence
- Potential New Laws Benjamin D. Wiechel
- Mud Economies (A simple idea) Wes Connell
- Self-organizing worlds (was: Elder Games) B. Scott Boding
- Self-organizing worlds (was: Elder Games) Mik Clarke
- Self-organizing worlds (was: Elder Games) Koster, Raph
- Self-organizing worlds (was: Elder Games) Nicholas Lee
- Self-organizing worlds (was: Elder Games) Koster, Raph
- Self-organizing worlds (was: Elder Games) B. Scott Boding
- Self-organizing worlds (was: Elder Games) Nicholas Lee
- Self-organizing worlds (was: Elder Games) Ola Fosheim Grøstad
- Self-organizing worlds (was: Elder Games) Martin Keegan
- Self-organizing worlds (was: Elder Games) Ola Fosheim Grøstad
- Self-organizing worlds (was: Elder Games) Nicholas Lee
- Mass Creation OLC Functions (idea from Elder Games) Wes Connell
- Mass Creation OLC Functions (idea from Elder Games) Matthew Mihaly
- Mass Creation OLC Functions (idea from Elder Games) Nathan F Yospe
- Mass Creation OLC Functions (idea from Elder Games) Matthew Mihaly
- Mass Creation OLC Functions (idea from Elder Games) Nathan F Yospe
- Mass Creation OLC Functions (idea from Elder Games) Ola Fosheim Grøstad
- Mass Creation OLC Functions (idea from Elder Games) Nathan F Yospe
- Mass Creation OLC Functions (idea from Elder Games) Ola Fosheim Grøstad
- Mass Creation OLC Functions (idea from Elder Games) Brandon A Downey
- Mass Creation OLC Functions (idea from Elder Games) Adam Wiggins
- Mass Creation OLC Functions (idea from Elder Games) Martin C Sweitzer
- Mass Creation OLC Functions (idea from Elder Games) Quzah [softhome]
- Mass Creation OLC Functions (idea from Elder Games) Richard Woolcock
- Mass Creation OLC Functions (idea from Elder Games) Chris Gray
- Mass Creation OLC Functions (idea from Elder Games) J C Lawrence
- Mass Creation OLC Functions (idea from Elder Games) Christopher Allen
- Mass Creation OLC Functions (idea from Elder Games) Matthew Mihaly
- Mass Creation OLC Functions (idea from Elder Games) Chris Gray
- Mass Creation OLC Functions (idea from Elder Games) J C Lawrence
- Mass Creation OLC Functions (idea from Elder Games) J C Lawrence
- On the topic of Mud AI Leif Hardison
- On the topic of Mud AI Nicholas Lee
- On the topic of Mud AI Andrew Norman
- Unicode, ascii and names Ola Fosheim Grøstad
- Variable-sized structures in C (was: Naming and Directories) T. Alexander Popiel
- Variable-sized structures in C (was: Naming and Directories) Ola Fosheim Grøstad
- Renaming objects. John Hopson
- Renaming objects. David Bennett
- Variable-sized structures in C (was: Naming and Directories) Petri Virkkula
- Self-organizing worlds (was: Elder Games) Koster, Raph
- Self-organizing worlds (was: Elder Games) Ola Fosheim Grøstad
- online economy behavior (was: Self-organizing worlds) Robert Green
- online economy behavior (was: Self-organizing worlds) Matthew Mihaly
- online economy behavior (was: Self-organizing worlds) Adam Wiggins
- online economy behavior (was: Self-organizing worlds) Robert Green
- online economy behavior (was: Self-organizing worlds) Matthew Mihaly
- online economy behavior (was: Self-organizing worlds) Matthew Mihaly
- online economy behavior (was: Self-organizing worlds) Christopher Allen
- Self-organizing worlds (was: Elder Games) Koster, Raph
- Self-organizing worlds (was: Elder Games) Koster, Raph
- Self-organizing worlds (was: Elder Games) Chris Gray
- Self-organizing worlds (was: Elder Games) Benjamin D. Wiechel
- Self-organizing worlds (was: Elder Games) Mik Clarke
- online economy behavior (was: Self-organizing worlds) Chris Gray
- OT: just a little something... Ola Fosheim Grøstad
- (fwd) implications J C Lawrence
- Downtime J C Lawrence
- Getting Started with Mud Server Stormblade
- Getting Started with Mud Server Ross Nicoll
- Getting Started with Mud Server Jim Clark
- Getting Started with Mud Server Ben Greear
- Getting Started with Mud Server Chris Gray
- Getting Started with Mud Server Jo Dillon
- Getting Started with Mud Server Hans-Henrik Staerfeldt
- Terms Ola Fosheim Grøstad