------ This was originally a personal note file that now seemed worth publishing. Therefore it is rather sloppy. Feel free to ask me to clean it up. "mpMUD" was my experimental MUD server project at the time. ------ http://www.kanga.nu/archives/MUD-Dev-L/2000Q4/msg00267.php Skotos: mpMUD-style property-only inheritance http://www.kanga.nu/archives/MUD-Dev-L/2000Q4/msg00309.php System that makes it infeasible to advance without being nice to other players. http://www.kanga.nu/archives/MUD-Dev-L/2000Q4/msg00387.php http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00013.php Topic list for 1999 http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00037.php How to explain player reincarnation, communication: they're all robots! http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00172.php More thoughts on consensual actions. http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00407.php How to make special/"magic" items interesting. (Personal thought: If your NPCs can advance, and if chars can learn-by-doing, then the NPCs are going to soon become perfect at their jobs. And, if the NPCs can do this, then so will your players. The solution is to make sure repetitively doing the same thing _DOES NOT_ help you advance.) http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00414.php Skotos Proximity System - a Technical Summary http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00442.php A skill system that requires the involvement of newbies. http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00497.php Three tons of interesting stuff. http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00666.php Path Finding Via 'Ant Races' (a floodfill algorithm) http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00697.php "Pummeling small furry animals does not a hero make." http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00701.php Skotos Bulk System - a Technical Summary "The densities of some common materials are: * Wood 0.7 * Water 1.0 * Iron 7.8" http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00751.php http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00759.php The impact of one's position on the perception of a story. http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00802.php What NOT to present newbies with. http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00811.php Telnet implementations in mud clients http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00824.php Auto-generated world and stories. http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00883.php "Ten commandments for the next MMORPG " http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00958.php The 10 basic rules of a good PvP system http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg00999.php Social advancement. http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg01170.php "Report: MUD-Dev dinner of 10 June 2000" http://www.kanga.nu/archives/MUD-Dev-L/2000Q2/msg01296.php More offline activities. http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00019.php Creathing characters based on the player's initial choices in a situation http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00055.php Character creation questions http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00067.php Automatically decrease effectiveness of overused skills/damage types/etc. http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00100.php http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00110.php Combat tactics, JCL's mana system http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00114.php Introductions http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00250.php (mud.dusk.org 7000),http://dusk.org/BloodDusk/combat.html http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00396.php http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00452.php Cheating in online games http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00481.php http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00520.php on PvP mud, wipes players when one side has clearly become superior. http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00546.php Good thoughts on the Tenarius/wimping/wiping issue. http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg00550.php An anecdote on admin mistakes, rectification of. http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg01006.php Why volunteers are good - and what not to do to them. http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg01014.php About tweaking game balance. http://www.kanga.nu/archives/MUD-Dev-L/2000Q3/msg01195.php Do's and dont's of combat http://www.kanga.nu/archives/MUD-Dev-L/2000Q4/msg00560.php "Teams" a way of determining NPC actions based on loyalties http://www.kanga.nu/archives/MUD-Dev-L/2000Q4/msg00595.php Limiting eq hoarding http://www.kanga.nu/archives/MUD-Dev-L/1996/msg00027.php Why simple Diku-style mob actions aren't smart enough The beginning of 1997Q1 has a lot of discussion about roomless worlds. http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00052.php Yospe: "TuringAIs are designed to convince Players that they are Players, thus upping the apparent Player density... and forcing people to look alive, lest they be mistaken for a poorly designed TuringAI." http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00079.php Why "realism" / "depth" is good for fun http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00085.php Adam Wiggins describes lots of useful/complicated/fun detail: Equipment fitting Equipment layering Object structure layering Penetration of objects, arrow flying thru grate or flying thru flesh types of drugs http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00102.php This guy is taking the same position as I do for mpMUD: the objects store only their attributes, and not the commands for accessing them. This way, you don't have two different ways to do similar things (LP syndrome) http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00123.php http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00126.php A population model to avoid resets. http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00133.php VT102 codes http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00156.php A detailed specification: AmalgaMUD http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00158.php Ah, yes: the Trash Collectors and the mana system. http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00182.php "Enforced roleplaying" http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00193.php How to handle things that should be random, but not change in-use, like hiding in a room: put together a bunch of values, like for hiding in a room: instead of say, using a 1d100 for determining if you see the hidden char, use (room# + you# + they#) * 3894 % 100. http://www.kanga.nu/archives/MUD-Dev-L/1997Q1/msg00222.php The Crystalline Tree http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00023.php The +/- mana again http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00036.php "Wounds and trauma" http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00037.php *** A very detailed wear locations system http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00047.php Rampant body-stealing (?) http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00977.php "Habitat Anecdotes" http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00147.php Good thoughts on combat http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00159.php A good system for rumors http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00284.php NLP, "plant pot plant in plant pot" http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00433.php http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00485.php http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00498.php Teaching skills http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00688.php "Let there be light!" "What kind?" Programming as an IC operation. http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00726.php Some incredible (-y insane) world constructions that actually exist. http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00740.php And a reply to the above. http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg00766.php Just what the N food groups are good for. 2001Q1 [MUD-Dev] Player Created Object System How to create a combining/modifying object system with tools 2001Q1 RE: [MUD-Dev] Player Created Object System "Deconstruction" system http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg01245.php History of Island MUD, "E", http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg01269.php 'Types of admins' http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg01379.php *** Martin Keegan does FMTYEWTK on name generation http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg01406.php Some way through a thread on 'more "realistic" dragons' http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg01513.php *giggle* http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg01569.php http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00076.php Resuming Q3 here http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00159.php Virtual drugs http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00160.php Info on crossbows http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00166.php More missiles http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00189.php ...Calculating impact of projectiles http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00275.php "MUD-Dev is a MUD" http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00288.php http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00327.php Chemistry, atmosphere http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00336.php Marian's alchemy http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00339.php More on matrix alchemy http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00417.php "Spellcaster" game http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00467.php There's no such thing as a junk object! http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00474.php Summary of JCL's mud http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00473.php "Why use the chair? If you're an 8 foot ogre, you could use the innkeeper." http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00480.php JCL's particle-based world http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00495.php Yow! Fancy mana flow! http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00519.php Realistic carrying (no inventory) therefore using what's in your hands as a weapon; funny examples http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00522.php "This document is a record of the development of the Demonscape MUD." http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00532.php Re: msg00473 http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00559.php http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00574.php ""Kill every tenth man and then tell them to work faster!"" http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00603.php Finding Space http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00608.php Body parts, berserkers, character reactions http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00636.php Edibility http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00745.php A 'drugs/poisons' system. Looks like it could fit in well with my affects. http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00767.php "They're Only Kobolds" http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00865.php NPC combat AI http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg00885.php See above http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01108.php "MAGE 2 MAGE Spell System" http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01115.php JCL's described world http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01162.php Constancy is boring (JCL) http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01198.php Peculiar D&D http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01237.php Realism isn't always fun, detail isn't always fun, hard-to-learn isn't fun, you can't design for everyone, NLP is bad, unavoidable deaths (DTs) aren't fun. http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01249.php "Sorry I felt a song coming on. :) .... Imagine there's no resets It isn't hard to do Nothing to repeatably kill and die for And unique equipment too ... " http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01264.php Players as insignificant in the game world (JCL) http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01268.php "You cannot simutaneously have 1) everything created by hand and 2) let players be destructive." http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01277.php Jokes have their place. http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01287.php Stuff on mud usability. http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01312.php Verbs can't be not ambiguous. http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01333.php 'Diku/LP/this modes', interesting procedures,... http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01352.php The list = Idea testing http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01373.php MUD1 interesting interaction in items. http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01408.php Misc stuff, but it made this point: <<"get on the horse", "get out of the pit" are valid examples of how "get" isn't "get" any more.>> However, 'get' still means 'to acquire something', but the "something" is a state (your position) rather than an object. http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01420.php > get the penultimate rock Hey! It actually parsed that correctly! http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01424.php More about "dance the dragon is coming". http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01432.php More good stuff on dancing/acting/emoting... http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01437.php Customized generic powers for social positions. http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01501.php Good thoughts on "fairness", magic, http://www.kanga.nu/archives/MUD-Dev-L/1997Q3/msg01520.php Teaching combat http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00018.php 101 Spells Not Worth Memorizing *** Read this for ideas for spell failure http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00084.php The Trap Collection http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00085.php The Trap Collection - Volume II http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00088.php crn http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00301.php Making an attractive _game_. http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00303.php A beautiful trap. http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00309.php Auto-generated character descriptions. http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00326.php Interesting side note on "should the game take over control of the character?" : unknowingly giving offense. http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00359.php http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00421.php More reproducing/spreading creatures (TC-ish, but not the same) http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00432.php What can thieves do? http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00453.php Ditto http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00463.php Complex tightly-interrelated systems tend to reject invaders http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00552.php Designing a World Checklist http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00586.php "Heh that reminds me of something I was thinking about earlier today - reversing the roles of players and mobs." http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00648.php UO's "notoriety" system, and an interesting consequence of 'righteous playerkillers'. http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00717.php Killfest mudding to another extreme, and a bit of deception too (JCL) http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00722.php "I wish," said a possible tree "That someone would come stare at me; http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00723.php Derrick Jones's commentary on AD&D (?? edition) alignments http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00840.php In the middle of a thread about how deities acquire power http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg00922.php "A reasonably safe situation is where the ability to snoop a player can only be granted by another admin not doing the checking. This way you must explain to somebody else why you want to log or snoop a player be- fore you get the ability. It should prevent the 'bored imm snooping the player' syndrome." http://www.kanga.nu/archives/MUD-Dev-L/1997Q4/msg01014.php JCL's time travel system - effectively, everything is logged, therefore there are no privacy issues with viewing logs. http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00121.php Shopkeepers without fixed prices for items (supply vs demand, bartering, buying player-created items) http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00188.php http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00329.php A clear description of how to generate and display BSP trees http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00609.php "Tutorial: Let's build a Compiler! - Part I: Introduction" http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00643.php Morton codes (space-filling curve, or sorting key) http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00697.php AnarchyMOO http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00707.php Designing adventure games, including a description of how to avoid unfair puzzles. http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00804.php A rough system for extracting the meaning from player speech. (Matt Chatterley) http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00068.php Ah yes, teleporting troubles. http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00167.php Interesting ideas for a PK-arena mud. (see rest of thread, too) http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00203.php Whoa. A fascinating tale of a player-built city in UO. (Raph Koster) *** In 1998Q2, MUD-Dev went public. http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00736.php Idea about player groups: in some ways, treat them as one character (e.g. all haul on the rope). http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00218.php "Would you rather fight a player or a mob?" http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00269.php User interface design http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00303.php World features changing based on player activity (including deities, hmmm) (JCL) http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00309.php Building things out of components http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00372.php "That is; when I first started playing muds, I imagined them as being carefully-balanced game worlds modeled in intricate..." http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00380.php What's good about roguelikes Raph Koster's essays: http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00473.php "A Story About A Tree" http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00474.php "What Rough Beast?" (Virtues) http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00476.php "Who Are These People Anyway?" http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00477.php "So Let's Get Practical..." http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00479.php "MURKLE: Wot it is" JCL's server info http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00505.php Sanity http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00523.php Unplayable classes aren't. http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00547.php Tree story has an impact (JCL) http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00548.php Raph's essay #5 "The Man Behind the Curtain" - impersonality of government and the consequences http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00562.php "Is There a There in Cyberspace?" (long) http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00567.php AR Mining System (see replies) http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00587.php ""MURKLE: Wot it is" continued http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00592.php Thoughts on good beginning-player-learning http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00593.php Ditto, and also: let the newbie do everything, just not as well (i.e. no "level"-based binary restrictions) http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00651.php Travis Casey defines 3 types of PKers: Vultures, Hunters, and Bullies http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00655.php Combat http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00672.php Here's an idea for usage-based skill advancement: Only one advance allowed per