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
- Thoughts on a simplified multiplayer game. Christopher Allen
- Thoughts on a simplified multiplayer game. ghfdh fcgdfgdfg
Hello,
Coincidently, I have recently begun developing a very similar MUD
system with its own graphical client (more info available at
http://www.fallenmud.pwp.blueyonder.co.uk/
if you're interested). I feel like I'm in a good position to offer
some advice, as I have considered many of your ideas for myself.
On Tue, 2003-05-20 at 19:23, Jason Slaughter wrote:
> Each room specifies a graphic file (maybe from URL) and a set of
> coordinates. For example, you might specify for the town square
> map "www.mygame.com/town_map.jpg:124,53"... for the nearby docks
> "www.mygame.com/town_map.jpg:96:91". For a secret room underneath
> the sewer, you might use a different graphic file, like
> "www.mygame.com/town_map_sewers:124,53". The client simply loads
> the graphic from the web site (or cache), and centers the graphic
> on the coordinates, and perhaps puts some kind of "you are here"
> crosshairs or icon there. The map doesn't need to be just a simple
> line map. It could be a very detailed and attractive 3D rendered
> graphic, it could be a very attractive and stylized hand-painted
> map.
I would not recommend this as you describe it here. Assuming you
have many rooms in each area, downloading a unique graphic for each
would be horribly inefficient IMHO. A more viable approach may be to
have a graphic for a large collection of rooms and provide some sort
of pointer to show the player where he/she is. Perhaps this is what
you meant?
My approach is the good ol'fashioned 2D tileset - i.e. having 15
small images for each room type (one for each combination of
exits). The images are not downloaded, they are included with the
client binary file.
The 'simplicity' design goal is an admirable one, and many of my
favourite games are the simplest ones. However, bear in mind if you
make things too simple they may lack individuality. For example,
without scripting how are your NPCs going to interact with the
player? Hardcoded? It could become quickly boring hacking away at
generic mob #82873. I prefer my world to be more vivid and
interesting, with each character (or group of characters) having a
distinct personality.
Also, if you're going to take the customised client route, think
about how you can maximise this advantage. Remember you are not as
restricted as other MUDs. The only limit is your imagination, as
they say.
As for the UDP vs TCP debate, I can only recommend 'if it ain't
broke, don't fix it'.
Good luck,
Kevin Mahoney.
- 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