October 2000
- Interactive Fiction Competition 2000 Aaron Mitchell
- trade skill idea msew
- trade skill idea Josh Olson
- trade skill idea Koster, Raph
- trade skill idea Josh Olson
- trade skill idea Koster, Raph
- trade skill idea Matthew Mihaly
- trade skill idea Koster, Raph
- trade skill idea Josh Olson
- trade skill idea Koster, Raph
- trade skill idea Matthew Mihaly
- trade skill idea msew
- trade skill idea Travis Casey
- trade skill idea Josh Olson
- trade skill idea Zak Jarvis
- trade skill idea John Buehler
- trade skill idea Dave Rickey
- trade skill idea Zak Jarvis
- trade skill idea Josh Olson
- trade skill idea Mordengaard
- trade skill idea Richard Tew
- trade skill idea Val Trullinger
- trade skill idea Phillip Lenhardt
- trade skill idea John Buehler
- trade skill idea Matthew Mihaly
- trade skill idea msew
- trade skill idea Wes Connell
- trade skill idea Matthew Mihaly
- trade skill idea Brad Wyble
- trade skill idea Vincent Archer
- trade skill idea Jeff Freeman
- trade skill idea Corey Crawford
- trade skill idea Yves K
- trade skill idea Koster, Raph
- trade skill idea Tamzen Cannoy
- trade skill idea Robert Zubek
- trade skill idea Patrick Dughi
- trade skill idea Koster, Raph
- trade skill idea Matthew Mihaly
- trade skill idea Brian 'Psychochild' Green
- trade skill idea msew
- trade skill idea Koster, Raph
- trade skill idea Matthew Mihaly
- trade skill idea Josh Olson
- trade skill idea Matthew Mihaly
- trade skill idea Koster, Raph
- trade skill idea msew
- trade skill idea Batir
- trade skill idea Arabis2000@aol.com
- Open Source 3D Interactive World Server Ian Macintosh
- Reactive keyboard J C Lawrence
- MUD-Dev digest, Vol 1 #243 - 14 msgs Dr. Cat
- Banning Players for Off-Site Activities? Ananda Dawnsinger
- Banning Players for Off-Site Activities? Madman Across the Water
- Banning Players for Off-Site Activities? sverre@munthe.net
- Banning Players for Off-Site Activities? Jeff Freeman
- Banning Players for Off-Site Activities? Matthew Mihaly
- Banning Players for Off-Site Activities? Marc Bowden
- Banning Players for Off-Site Activities? Ananda Dawnsinger
- Banning Players for Off-Site Activities? Zak Jarvis
- Banning Players for Off-Site Activities? Madman Across the Water
- Banning Players for Off-Site Activities? Vincent Archer
- Banning Players for Off-Site Activities? Dave Rickey
- Banning Players for Off-Site Activities? Ananda Dawnsinger
- Mud / Web Integeration Lee Hulbert
- Mud / Web Integeration Wes Connell
- Mud / Web Integeration Bruce
- Mud / Web Integeration Bruce
- Mud / Web Integeration KevinL
- Mud / Web Integeration msew
- Mud / Web Integeration msew
- Mud / Web Integeration Richard Tew
- Mud / Web Integeration Nathan F. Yospe
- Declaration of the Rights of Avatars sverre@munthe.net
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Justin Rogers
- Declaration of the Rights of Avatars Andy
- OT: Banning Players for Off-Site Activities? Brian 'Psychochild' Green
- OT: Banning Players for Off-Site Activities? Ananda Dawnsinger
- Grandmaster Nuclear Safety Technicion or Grandmaster Warrior ( was John Szeder
- Alternate Means of EQUAL Enjoyment (formerly trade skill idea) Geoffrey MacDougall
- Realistic travel times/virtual terrain Richard Tew
- Realistic travel times/virtual terrain Zak Jarvis
- Realistic travel times/virtual terrain Inq Admin
- Realistic travel times/virtual terrain Richard Tew
- Realistic travel times/virtual terrain Matthew Mihaly
- Realistic travel times/virtual terrain Koster, Raph
- Realistic travel times/virtual terrain Richard Tew
- Realistic travel times/virtual terrain Matthew Mihaly
- Realistic travel times/virtual terrain Richard Tew
- Realistic travel times/virtual terrain Inq Admin
- Realistic travel times/virtual terrain William McCarroll
- Realistic travel times/virtual terrain Matthew Mihaly
- Realistic travel times/virtual terrain Mordengaard
From: "Justin Rogers" <justin@mlstoday.com>
> [Patrick]
> > "I claim this desert obelisk in the name of France."
>
> This one single phrase really excites me when it comes to a
> MUD. You may not realize it but you certainly hit a major
> point of what Muds are all about. Exploring new territory.
> So the following is going to be built on a post I've previously
> had about autogenerated worlds, but I'm going to bring it
> down a notch to make it more (doable).
>
> The first concept is not having world developers manage all of
> the excitement of building a new world. World builders are
> people. And thus want to build an exciting world. Almost
> too exciting at times, but at other times rather droll. So
> pregenerate your basic areas in very reasonable and recognizable
> ways. Have a few towns and some of the area around the towns
> (enough to give a plot and maybe a few quests). But then have
> the rest of the quests be directly dependent on automatically
> generated space (ala Diablo II).
>
> When people are in unexplored areas let them know this. Have
> a couple of functions for automatically popping up items that
> would fit well with the current area. If your in a plains then
> maybe a dark shadowy forest area might present some good monsters
> to battle. If your in a more mountainous area then maybe a whole
> bunch of wrong paths could be generated (but remembered after
> being autogenned for the next guy who comes along) and a couple
> of caves. These caves could be *explored* because they aren't
> already made, but being made.
I've been planning on cutting down on "boring" rooms in my mud by having
"wilderness" rooms which sit on top of the main areas like towns and
dungeons. When players leave a "hard" coded area (for example, the town of
Ariston), they enter the wilderness room. This is a special kind of room
which lets people -think- they're moving around, but they are in fact
walking around a "virtual" area. The player's position is tracked using
coordinates, and each wilderness room knows where there are "key" points
(like the town of Ariston). Several players can occupy the same room, but
they can't see each other unless they're in "range" (simple bit of
pythagoras to find that out) - because each coordinate "point" is still
quite a large area, parties occupying the same point on the map have to
approach (or charge) to make contact.
This system solved several problems for me, like how to introduce a sense of
scale for the players, how to slow down travel times, and how to stop my
builders falling asleep. I can also put my wilderness populations of
animals and monsters in the "cracks" of the map, so I don't need to jusify
repops (which we've all but done away with anyway).
I'm planning to expand the code (once it's working right... these ideas
always -sound- nice, but I'm not the best coder in the world) to allow
"trails" to form once people start to use a common route. I'm also looking
at "seeding" areas with "features" (these will usually be terrain features -
I don't believe in "placing" monsters), that the players can then use as
landmarks if they should happen to get lost.
If you're not planning to utilise this kind of broad-scale system, I have a
cautionary tale for you. When I was reading Justin's post, I was reminded
of D&D's wandering monster system - you know the one, you'd be walking
along, the DM would roll a few dice, then *bam* you get jumped by a monster
that by all rights you should have seen from about two miles back, and that
merchant you met didn't tell you about. You might not mind this kind of
inconsistency, but they drive me and most D&D players I know nuts.
Mordengaard (Yhared MUD)
P.S. I have to apologise for all my "quoted words"... I'm not exactly new
to MUDding, but I'd rather let my brain roam free over ideas than learn
technical terms for my hobby :) - Realistic travel times/virtual terrain Justin Rogers
- Realistic travel times/virtual terrain Matthew Mihaly
- Grandmaster Nuclear Safety Technicion or Grandmaster Willowreed@aol.com
- [world-create] Progressive Aristocracy (fwd) J C Lawrence
- [world-create] Progressive Aristocracy (fwd) Matthew Mihaly
- VRML Richard Tew
- Admin: System outage J C Lawrence
- absolute vs. relative coords KevinL
- absolute vs. relative coords Inq Admin
- absolute vs. relative coords Nathan F. Yospe
- ADMIN: More troubles I'm afraid, and the details of the recovery. J C Lawrence
- integrated character webpages ala Black and White creature pages msew
- integrated character webpages ala Black and White creature pages msew
- Admin: Kang.Nu troubles J C Lawrence
- Admin: Kanga.Nu troubles... J C Lawrence
- travel times (commercial/graphical vs grassroots/text) Fredfish {E. Harper}
- travel times (commercial/graphical vs grassroots/text) the_logos@www.achaea.com
- Admin: We're back in business J C Lawrence
- Triangular Damage Infliction System Ben
- Triangular Damage Infliction System Ben Chambers
- Triangular Damage Infliction System Travis Casey
- Fwd: absolute vs. relative coords Nathan F.Yospe
- Opinions (even harsh) on Castle Marrach by Skotos? Christopher Allen
- Opinions (even harsh) on Castle Marrach by Skotos? Chris Lloyd
- Opinions (even harsh) on Castle Marrach by Skotos? tanis@mediacom.it
- Opinions (even harsh) on Castle Marrach by Skotos? Christopher Allen
- Opinions (even harsh) on Castle Marrach by Skotos? Federico Di Gregorio
- Opinions (even harsh) on Castle Marrach by Skotos? Christopher Allen
- Opinions (even harsh) on Castle Marrach by Skotos? Frank Crowell
- Opinions (even harsh) on Castle Marrach by Skotos? Frank Crowell
- Opinions (even harsh) on Castle Marrach by Skotos? Christopher Allen