May 2003
- NetGames 2003: CFParticipation Sugih Jamin
- MUD codebases Chris Saik
- MUD codebases Ammon Lauritzen
- MUD codebases Caliban Tiresias Darklock
- MUD codebases Linder Support
- MUD codebases J C Lawrence
- Flow of messages sanxion sanxion
- Flow of messages Ammon Lauritzen
- Flow of messages Ben Chambers
- Flow of messages Travis Casey
- Flow of messages Brian Lindahl
- Flow of messages Ben Chambers
- Flow of messages Brian Lindahl
- Flow of messages sanxion sanxion
- Flow of messages Brian Lindahl
- UDP vs TCP for MUD/MMORPG project. Jason Slaughter
- UDP vs TCP for MUD/MMORPG project. Matt Mihaly
- UDP vs TCP for MUD/MMORPG project. Ryan Arthur
- UDP vs TCP for MUD/MMORPG project. Crosbie Fitch
- UDP vs TCP for MUD/MMORPG project. William
- UDP vs TCP for MUD/MMORPG project. Byron Ellacott
- UDP vs TCP for MUD/MMORPG project. Evan Cortens
- UDP vs TCP for MUD/MMORPG project. J C Lawrence
- UDP vs TCP for MUD/MMORPG project. Amanda Walker
- Customization in games, as a design tool / gameplay element ceo
- Warrior Challenge on PBS Madrona Tree
- Warrior Challenge on PBS Edward Glowacki
- Warrior Challenge on PBS Travis Casey
- Warrior Challenge on PBS Michael Chui
- MudDev FAQ - part 2 Marian Griffith
- MudDev FAQ - part 2 Mats Lidstrom
- MudDev FAQ - part 2 J C Lawrence
- MudDev FAQ - part 2 J C Lawrence
- Storytelling in a PSW from a Player's Persepctive Talanithus HTML
- Storytelling in a PSW from a Player's Persepctive Michael Chui
- Storytelling in a PSW from a Player's Persepctive David Kennerly
- Storytelling in a PSW from a Player's Persepctive Michael Chui
- Storytelling in a PSW from a Player's Persepctive Talanithus HTML
- Storytelling in a PSW from a Player's Persepctive J C Lawrence
- relevance of paper RPGs (was D& D vs. MMORPG "complexity") Travis Casey
- WAP MUD GAME DEVELOP Richard Ruan
- WAP MUD GAME DEVELOP Edouard Kock
- D&D and MMORPGs Michael Tresca
- D&D and MMORPGs Sean Kelly
- D&D and MMORPGs shren
- D&D and MMORPGs Threshold RPG
- D&D and MMORPGs Taylor
- D&D and MMORPGs Chris Holko
- D&D and MMORPGs Daniel James
- D&D and MMORPGs Peter Tyson
- D&D and MMORPGs Jason Murdick
- D&D and MMORPGs Michael Tresca
- D&D and MMORPGs Michael Tresca
- Database vs. Disk Tom
- Database vs. Disk Sean Kelly
- Database vs. Disk Ben Garney
- Database vs. Disk Adam Dray
- Database vs. Disk Hans-Henrik Staerfeldt
- Database vs. Disk Brian Lindahl
- Database vs. Disk Chris Holko
- Database vs. Disk Daniel.Harman@barclayscapital.com
- Database vs. Disk Weston Fryatt
- Database vs. Disk J C Lawrence
- Database vs. Disk Byron Ellacott
- Database vs. Disk Dave Rickey
- Database vs. Disk J C Lawrence
- Database vs. Disk Bruce Mitchener
- Database vs. Disk J C Lawrence
- Database vs. Disk Bruce Mitchener
- Database vs. Disk Jason Gauthier
- Database vs. Disk J C Lawrence
- Database vs. Disk Nicolai Hansen
- Database vs. Disk Zach Collins {Siege}
- Database vs. Disk J C Lawrence
- Database vs. Disk Zach Collins {Siege}
- Database vs. Disk J C Lawrence
- Database vs. Disk Kwon Ekstrom
- Database vs. Disk J C Lawrence
- Database vs. Disk John A. Bertoglio
- Database vs. Disk corrine_123@hotmail.com
- Database vs. Disk Kwon J. Ekstrom
- Database vs. Disk J C Lawrence
- Database vs. Disk Peter "Pietro" Rossmann
- Database vs. Disk Marc Bowden
- Database vs. Disk Kwon J. Ekstrom
- Database vs. Disk Sulka Haro
- Thoughts on a simplified multiplayer game. Jason Slaughter
- Thoughts on a simplified multiplayer game. Edward Glowacki
- Thoughts on a simplified multiplayer game. J C Lawrence
- Thoughts on a simplified multiplayer game. Bruce Mitchener
- Thoughts on a simplified multiplayer game. Edward Glowacki
- Thoughts on a simplified multiplayer game. J C Lawrence
- Thoughts on a simplified multiplayer game. Bruce Mitchener
Edward Glowacki wrote:
> On Tue, 2003-05-20 at 19:23, Jason Slaughter wrote:
>> as well as display an attractive graphical map to help in
>> navigation (one of the difficulties I have with text based muds
>> is navigation. Without some sort of spatial representation, I get
>> lost.).
> Zmud has a graphical mapper. It's not perfect and doesn't work
> well for all muds, but so long as the rooms' text structure and
> exit labels are machine parsable (i.e. not mixed in with a
> paragraph of prose), it usually does a decent job.
You might also look at the UMN MapServer:
* http://mapserver.gis.umn.edu/
That can be hooked up to PostGIS, an extension to Postgres to better
support GIS-like needs and general spatial database needs:
* http://postgis.refractions.net/
If you feed your world data into PostGIS, you can both do some
interesting analytical analysis on it, as well as make pretty maps.
I know that in the past, I've found it useful to have a way to
visualize the locations of NPC kills on the world map to find bugs
in NPC AI that led to them getting trapped or being slower to
respond, which led to players brutally carrying out genocidal
campaigns against the poor innocent NPCs. With a system in place
like that, I'm sure that lots of usages could be found for it,
especially given Jason Slaughter's interest in metrics.
Using GIS stuff has been brought up on the list in the past, but has
pretty much been universally ignored, so maybe the idea sucks in
actual practice:
* https://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00044.php
* http://www.kanga.nu/archives/MUD-Dev-L/2000Q1/msg00801.php
* http://www.kanga.nu/archives/MUD-Dev-L/1999Q1/msg00111.php
* https://www.kanga.nu/archives/MUD-Dev-L/1999Q4/msg00119.php
Phil Lenhardt and I had discussed this some last summer and put
notes about it here:
* http://agora.cubik.org/wiki/view/Main/GeographicInformationSystems
>> How I intend to simplify the game system: Everything in the game
>> is an "Entity", and an entity has attributes. Any Entity can be
>> asigned any number of "tags", which consist of a "field", and a
>> "value". For example, you could create an entity "Guard", assign
>> him the field "entity_type" and the value of "guard", assign him
>> the field of "hitpoints" and a value of "10". One simple
>> universal data type for every entity in the game...
> Using this system, I can imagine complex things in the game that
> have a large number of fields and values. Managing such a list of
> attributes could get messy. If each object has a copy of each
> attribute, you can't easily go back and make changes without doing
> something like a global search-and-replace.
> What you might want is more of an object-oriented style, where
> "Entity" is a base class which all other object types in the game
> inherit. That way if you wanted to give all swords the ability to
> "slash", you could add a "slash" method to the sword object, and
> it will correctly propagate down to all the appropriate objects.
> Yes it may be a bit more complex to code initially, but it may be
> easier (and more powerful) in the long run.
This sort of stuff was covered in the set of links that I posted in
this message:
* http://www.kanga.nu/archives/MUD-Dev-L/2003Q2/msg00316.php
>> Everything is simplified into an action/target relationship. Any
>> skill you have, any usable item you have, is an "action", and it
>> can have certain "targets". For example, you may use your kung-fu
>> skills on a guard, or use your first aid on yourself, or use your
>> key on the door. The function for handling this object would
>> essentially be simplified to this: perform_action(performer,
>> action, target), and any action would simply manipulate fields
>> and values on the performer and target, as well as broadcast text
>> to players.
> In order for this to work, an "action" will need to be some sort
> of function, which brings up the question of how to associate
> functions with game objects. Back to object-oriented...
I'd posted once upon a time about how we do that in The Eternal City
(http://www.eternal-city.com/, a game that we developed and is
hosted by Skotos):
* http://www.kanga.nu/archives/MUD-Dev-L/2001Q1/msg00415.php
There are other approaches as well ... some that aren't
object-oriented in the usual C++/Java sense, such as using multiple
or predicate method dispatch (done by Common Lisp, some Scheme
object systems, Dylan, Cecil, etc.):
* http://agora.cubik.org/wiki/view/Main/MethodDispatch
* http://agora.cubik.org/wiki/view/Main/MultipleDispatch
* http://agora.cubik.org/wiki/view/Main/PredicateDispatch
The way that Macromedia Director handles attaching behaviors (and
the various ways that it allows you to do so, all with either static
or dynamic composition and aggregation of behaviors) is also
interesting and potentially relevant. There's a lot of interesting
prior art for this in other UI toolkits as well (Tk,
NextStep/OpenStep/Cocoa, etc).
Cheers,
- Bruce
- Thoughts on a simplified multiplayer game. Christopher Allen
- Thoughts on a simplified multiplayer game. ghfdh fcgdfgdfg
- ADMIN: Untoward unsubscriptions J C Lawrence
- Bringing out the barbaric in each of us David Kennerly
- Horizons Valerio Santinelli
- RP, MMORPGs, and their Evolution Talanithus HTML
- RP, MMORPGs, and their Evolution Brian Lindahl
- RP, MMORPGs, and their Evolution Michael Chui
- RP, MMORPGs, and their Evolution Marian Griffith
- RP, MMORPGs, and their Evolution Paul Schwanz
- RP, MMORPGs, and their Evolution J C Lawrence
- RP, MMORPGs, and their Evolution Matt Mihaly
- Account retention (was: D& D vs. MMORPG "complexity") Byron Ellacott
- Object-Oriented Databases John A. Bertoglio
- Object-Oriented Databases Weston Fryatt
- Object-Oriented Databases Travis Nixon
- Object-Oriented Databases Bruce Mitchener
- Object-Oriented Databases John A. Bertoglio
- Object-Oriented Databases Jeff Bachtel
- Object-Oriented Databases Sean Kelly
- TECH: Application-level branch prediction? ceo
- DID vs. MORAG "complexity" Jeff Cole
- DID vs. MORAG "complexity" Dave Rickey
- DID vs. MORAG "complexity" Matt Mihaly
- Objects Ben Chambers
- Scripting languages Jason Murdick
- Scripting languages Brian Hook
- Scripting languages Jason Gauthier
- Scripting languages Sanvean
- Scripting languages Jason Murdick
- Scripting languages Mark 'Kamikaze' Hughes
- Scripting languages Ling Lo
- Scripting languages Jay Carlson
- Scripting languages Mark 'Kamikaze' Hughes
- Scripting languages Lars Duening
- Scripting languages Mark 'Kamikaze' Hughes
- Scripting languages Lars Duening
- Scripting languages Kwon J. Ekstrom
- Scripting languages Lars Duening
- Scripting languages justice@softhome.net
- Scripting languages MIKE MacMartin
- Scripting languages Kwon J. Ekstrom
- Scripting languages Bruce Mitchener
- Scripting languages Kwon J. Ekstrom
- Scripting languages Dr. Cat
- Scripting languages Jay Carlson
- Scripting languages David H. Loeser Jr.
- Scripting languages Shu-yu Guo
- Scripting languages Lars Duening
- Scripting languages David H. Loeser Jr.
- Scripting languages criscal@gmx.de
- Scripting languages eric
- Scripting languages Smith, David {Lynchburg}
- Scripting languages John Buehler
- Scripting languages Mike Shaver
- Scripting languages sanxion sanxion
- Scripting languages Mark 'Kamikaze' Hughes
- Scripting languages Mike Shaver
- Scripting languages sanxion sanxion
- Scripting languages Mark 'Kamikaze' Hughes
- When marketroids attack! Tess Snider
- Moo mailing list issue _DESPARATE FOR HELP! Ms Leigh Canny
- Moo mailing list issue _DESPARATE FOR HELP! David Clifton
- When Player Communities Rebel / Fanbois Gone Rogue vladimir cole
- When Player Communities Rebel / Fanbois Gone Rogue Andrew Barratt {MIS}
- NWN player modules (was: D&D and MMORPGs) Lars Duening
- NWN player modules (was: D&D and MMORPGs) Jonathan Grant
- Simpsons player types Matt Mihaly
- Dealing with cloned NPCs Thomas Sullivan
- Dealing with cloned NPCs Sasha Hart
- Dealing with cloned NPCs Mark 'Kamikaze' Hughes
- Dealing with cloned NPCs Kristen Koster
- Dealing with cloned NPCs Marc Bowden
- Dealing with cloned NPCs Kristen Koster
- Dealing with cloned NPCs Thomas Sullivan
- Dealing with cloned NPCs Owen Matt
- Dealing with cloned NPCs John Buehler
- Dealing with cloned NPCs Owen Matt
- Dealing with cloned NPCs Thomas Sullivan
- Dealing with cloned NPCs Vincent Archer
- The Laws of the Virtual Worlds Tamzen Cannoy