<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] There can be.. only ONE! --> <!--X-From-R13: X Q Znjerapr <pynjNhaqre.rate.ftv.pbz> --> <!--X-Date: Wed, 15 Apr 1998 01:31:40 +0000 --> <!--X-Message-Id: 199804150131.SAA164769#under,engr.sgi.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: Pine.LNX.3.96.980412015321.2493A-100000#mpc,dyn.ml.org --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] There can be.. only ONE!</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:claw#under,engr.sgi.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00166.html">Previous</a> | <a href="msg00168.html">Next</a> ] Thread: [ <a href="msg00140.html">Previous</a> | <a href="msg00181.html">Next</a> ] Index: [ <A HREF="author.html#00167">Author</A> | <A HREF="#00167">Date</A> | <A HREF="thread.html#00167">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] There can be.. only ONE!</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] There can be.. only ONE! </LI> <LI><em>From</em>: J C Lawrence <<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>></LI> <LI><em>Date</em>: Tue, 14 Apr 1998 18:31:35 -0700</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Sat, 11 Apr 1998 18:26:30 PST8PDT Matt Chatterley<matt#mpc,dyn.ml.org> wrote: > A PK-only game set in an arena which is randomly built each time a > 'game' starts. The only form of persistance in your character are > the name (basically the fact that the character exists), and your > score (number of kills, number of deaths, login time). ala Tron et al. The really interesting parts of these sorts of projects (to me) are in the game-world controls. > Weapons are strewn throughout the arena, players pick them up and > use them as they run around maiming and generally destroying each > other. When a player dies, his equipment held is randomly > redistributed around the arena, and the player is placed in a 'safe' > room until they choose to re-enter the game. I'd be tempted to do something amusingly dynamic to help keep players on their toes: -- The size of the world is dynamic and proportional to the number of players. -- When the world resizes to fit the new/current player base size it, the world also remaps to a *NEW* map. The choice of map is based on the size of the player base, and is predictable (ie XXX player base == YYY map with the mappings and the maps well documented). -- When the remapping occurs all players are informed of the fact (despite the fact that they see the world change about them). -- The map then proceeds to change. I envision an abstract world with moving walls and floors, visual landmarks which can be oriented on over large distances, etc (very Tron-like). The key is that while the base starting map for that is (presumably) well known, it very quickly is no longer true. Changes to the map would be both player created as well as in-game sourced. -- All objects except players have a limited use-based lifespan. Thus there is a resource management game in hoarding and using ones resources to best effect. -- As objects decay and are destroyed, new objects are popped elsewhere in the world. The pop locations are very non-deterministic, and dependant on the current map etc. -- The game never actually resets. The map keep changing, and objects appearing, being used, and re-popping. > Players are given the option of joining one of several running teams > (colours? something more interesting?), or playing solo. Nahh, boring. -- Make the team concept a player based and derived thing, and then make it anonymous. -- All new players are anonymous and de facto solo. -- Players may be tagged by other players as members of their team. This fact is private to the members of that team. ie if you see a character which is a member of a team you are in, he is identified as such. If you share no team memberships, then there is no such identification. -- How a new player goes about ensuring that they are recruited for a team as vs being cannon fodder is their problem. -- Of course a player may thus be a member of many teams and play all against each other. > The size of the arena alters with number of logged in players, from > a minimum (5x5?) to a maximum (25x25?), adding approx 1x1 for every > player, to spread the action out a little. I think the game would work best if the world preserved a great possibility for surprise. Large area effects, both player-created and game-created are one idea here. > The 'game' ends and the arena is recreated once each hour with a > current 'winner' being named as the person with the most kills per > death in that time. Nahh -- just have a running tally with a public scoreboard. > Next, the setting. Several ideas occur at this moment in time: > 1. Highlander - various weapons available - the time-period, and > thus style of kit, changes from game to game at random, and to > 'kill' an opponent, you must behead them (you become slightly more > effective at fighting for every kill until you die). Worse: Different areas of the game have different (well posted) equipment requirements. High tech objects won't work in some areas, will work in others etc, and similar for other objects. Key: ensure many mid-class weapons will work in many (but not all) areas. Also ensure that the geographic distribution of such restrictions varies wildly as the world remaps across population changes. > Pondering tying this into a coordinate system, rather than standard > 'rooms'. Unsure. Thoughts from the floor? Seems almost necessary. -- J C Lawrence Internet: claw#null,net (Contractor) Internet: coder#ibm,net ---------(*) Internet: claw#under,engr.sgi.com ...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00186" HREF="msg00186.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong> <ul compact><li><em>From:</em> Matt Chatterley <matt#mpc,dyn.ml.org></li></ul> <li><strong><A NAME="00181" HREF="msg00181.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong> <ul compact><li><em>From:</em> Richard Woolcock <KaVir#dial,pipex.com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00136" HREF="msg00136.html">There can be.. only ONE!</A></STRONG> <UL><LI><EM>From:</EM> Matt Chatterley <matt#mpc,dyn.ml.org></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00166.html">Re: [MUD-Dev] Personality modelling</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00168.html">Re: [MUD-Dev] META: Web site backgrounds and readability</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00140.html">Re: [MUD-Dev] There can be.. only ONE!</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00181.html">Re: [MUD-Dev] There can be.. only ONE!</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00167"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00167"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] META: Other mailing lists</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00169" HREF="msg00169.html">Re: [MUD-Dev] META: Other mailing lists</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 15 Apr 1998, 01:39 GMT </LI> </ul> </LI> <LI><strong><A NAME="00136" HREF="msg00136.html">There can be.. only ONE!</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Sun 12 Apr 1998, 01:06 GMT <UL> <LI><strong><A NAME="00137" HREF="msg00137.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 12 Apr 1998, 01:46 GMT <UL> <LI><strong><A NAME="00140" HREF="msg00140.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Sun 12 Apr 1998, 11:59 GMT </LI> </UL> </LI> <LI><strong><A NAME="00167" HREF="msg00167.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 15 Apr 1998, 01:31 GMT <UL> <LI><strong><A NAME="00181" HREF="msg00181.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Wed 15 Apr 1998, 18:03 GMT <UL> <LI><strong><A NAME="00184" HREF="msg00184.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 15 Apr 1998, 21:24 GMT <UL> <LI><strong><A NAME="00189" HREF="msg00189.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Thu 16 Apr 1998, 02:18 GMT </LI> </UL> </LI> <LI><strong><A NAME="00188" HREF="msg00188.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Thu 16 Apr 1998, 02:10 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>