October 2003
- Scripting Languages and Magic gbtmud
- Scripting Languages and Magic Edward Glowacki
- Scripting Languages and Magic Freeman, Jeff
- Scripting Languages and Magic Patrick Dughi
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Patrick Dughi
- Scripting Languages and Magic Smith, David {Lynchburg}
- Scripting Languages and Magic Jonathon Duerig
- Scripting Languages and Magic J C Lawrence
- Scripting Languages and Magic Richard A. Bartle
- Scripting Languages and Magic eric
- Scripting Languages and Magic Matthew Estes
- Scripting Languages and Magic Ben Chambers
- Scripting Languages and Magic J C Lawrence
- Scripting Languages and Magic Nathan F. Yospe
- Scripting Languages and Magic Smith, David {Lynchburg}
- Scripting Languages and Magic J C Lawrence
- Scripting Languages and Magic Edward Glowacki
On Tue, 2003-10-07 at 17:22, Patrick Dughi wrote:
> I thought that a magic scripting system would be an excellent
> choice not for players, but for my content creators. The impact
> of a scripted-spell system for players would be minimal; few may
> struggle through the learning phase, and as was noted, getting
> metrics on random scripts to insure balance can be difficult,
> though it could be done. In the end though, it doesn't seem worth
> the massive effort it would require.
I don't think I ever followed the logic far enough to deduce its use
as a development tool, but I did pretty much rule it out for
something that everyone could/should do. Its appeal is fairly
narrow, it's entrance requirements are high (at least to do anything
non-trivial), and the learning curve can be a big deterrant.
But it might make sense to players access on a limited basis. Make
it known through-the-grapevine that scripting is available if you
ask the right person about it. Make an area or a server or
something where they can run free with it for testing without
affecting the game, and see what they come up with. Let them submit
finished scripts to you and your developers for approval, sanity
checking, and balancing. If it passes approval, allow them to learn
the spell and use it in the game at large, and somehow make it
available to other players as a canned spell (i.e. so they can't
look at its internals). Maybe name it after the creator, like
"Biff's Big Ball O' Fire", give the character a
cash/EQ/stat/whatever bonus for it, whatever. With something like
this, you don't inflict the complexity upon everybody, but those who
enjoy it can use it as a way to show off their prowess, earn fame,
gain money or power, etc.
> If you had to have some sort of dynamic spell system for players,
> I recommend that you stick with a mix-n-match spell creation
> system, with simple drop-down menus and toggles.
Yeah, mix-n-match is probably the way to go. You could allow
GUI-based tweaking of parameters within that though. Say with the
basic fireball spell, you could have sliders for speed, power, and
size. Increasing any of them costs more to cast, decreasing reduces
casting cost, so for the same cost, one player could have a really
fast but weak fireball, and another player could have a slow but
powerful one. Combine this with mix-n-match, and you provide a lot
of variety without the trouble of a scripting language.
-ED
--
Edward Glowacki glowack2@msu.edu
A PBS mind in an MTV world.
-- Author unknown - Scripting Languages and Magic Freeman, Jeff
- Scripting Languages and Magic Crosbie Fitch
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Crosbie Fitch
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Nathan F. Yospe
- Scripting Languages and Magic Marian Griffith
- Scripting Languages and Magic McDonald, Stephen
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Mats Lidstrom
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Eric Merritt
- Scripting Languages and Magic gbtmud
- Scripting Languages and Magic gbtmud
- Scripting Languages and Magic Jo Dillon
- Scripting Languages and Magic Kwon J. Ekstrom
- Scripting Languages and Magic Steven Metke
- Scripting Languages and Magic Alex Chacha
- Scripting Languages and Magic Jason Murdick
- Scripting Languages and Magic J C Lawrence
- Scripting Languages and Magic Nicolai Hansen
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Adam Burr
- Budget (was size) Michael Sellers
- Graphics engine choice (size) Derek Licciardi
- Graphics engine choice (size) Paolo Piselli
- Graphics engine choice (size) Sheela Caur'Lir
- R: size Ghilardi Filippo
- [TECH] TCP fundamental throughput limits? ceo
- [TECH] TCP fundamental throughput limits? Jeremy Noetzelman
- [TECH] TCP fundamental throughput limits? Sheela Caur'Lir
- [TECH] TCP fundamental throughput limits? Miroslav Silovic
- [TECH] TCP fundamental throughput limits? Jeremy Noetzelman
- [list] Scripting Languages and Magic Scion Altera
- [list] Scripting Languages and Magic Talanithus HTML
- SSH Encryption on data stream Craig H Fry
- SSH Encryption on data stream squid
- SSH Encryption on data stream Mike Shaver
- SSH Encryption on data stream Brian Hook
- SSH Encryption on data stream Amanda Walker
- SSH Encryption on data stream Christopher Allen
- SSH Encryption on data stream Christopher Allen
- SSH Encryption on data stream Mike Shaver
- SSH Encryption on data stream ceo
- SSH Encryption on data stream F. Randall Farmer
- SSH Encryption on data stream J C Lawrence
- SSH Encryption on data stream Amanda Walker
- SSH Encryption on data stream Felix A. Croes
- MUD-Dev Digest, Vol 4, Issue 30 Lee Sheldon
- MUD-Dev Digest, Vol 4, Issue 30 Matt Mihaly
- MUD-Dev Digest, Vol 4, Issue 30 Dave Rickey
- MUD-Dev Digest, Vol 4, Issue 30 Lee Sheldon
- MUD-Dev Digest, Vol 4, Issue 30 Matt Mihaly
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- Web vs. Java client Torgny Bjers
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- Web vs. Java client Kwon J. Ekstrom
- Web vs. Java client Christopher Kohnert
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- Web vs. Java client ceo@grexengine.com
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- Web vs. Java client Mark 'Kamikaze' Hughes
- Web vs. Java client Matt Mihaly
- Web vs. Java client Christopher Allen
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- Web vs. Java client Daniel.Harman@barclayscapital.com
- Web vs. Java client Kwon J. Ekstrom
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- Web vs. Java client Matt Mihaly
- MudDev FAQ - part 2 Marian Griffith
- MMORPG: where to start for making and running a game Richard Brown
- MMORPG: where to start for making and running a game Eric Lee {GAMES}
- MMORPG: where to start for making and running a game Michael Sellers
- MMORPG: where to start for making and running a gam e Peter Tyson
- MMORPG: where to start for making and running a game Edward Glowacki
- MMORPG: where to start for making and running a game Oliver Smith
- MMORPG: where to start for making and running a game Dave Rickey
- MMORPG: where to start for making and running a gam e Daniel.Harman@barclayscapital.com
- MMORPG: where to start for making and running a gam e Michael Sellers
- MMORPG: where to start for making and running a gam e Jeff Thompson
- MMORPG: where to start for making and running a gam e Sheela Caur'Lir
- MMORPG: where to start for making and running a gam e Derek Licciardi
- MMORPG: where to start for making and running a game Lee Sheldon
- MMORPG: where to start for making and running a game ceo
- MMORPG: where to start for making and running a game Lee Sheldon
- MMORPG: where to start for making and running a game Patricia Pizer
- MMORPG: where to start for making and running a game Lee Sheldon
- MMORPG: where to start for making and running a game Patricia Pizer
- MMORPG: where to start for making and running a game Oliver Smith
- MMORPG: where to start for making and running a game Oliver Smith
- MMORPG: where to start for making and running a game Lee Sheldon
- MMORPG: where to start for making and running a gam e Koster, Raph
- MMORPG: where to start for making and running a gam e Lee Sheldon
- MMORPG: where to start for making and running a game Sheela Caur'Lir
- MMORPG: where to start for making and running a game Damion Schubert
- Open Source Rules Engine Craig H Fry
- Open Source Rules Engine Emil Eifrem
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