28 Jun, 2006, Midboss wrote in the 1st comment:
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So, lately I've been thinking of adding some minigames to my MUD. The ideas I've come up with so far are an MtG-esque card game, something to the effect of Battleship or maybe checkers, and a much more robust arena, with multiple battlefields, and settable conditions/rules. So, what do you guys think of those ideas? Have any others you wouldn't mind sharing?
28 Jun, 2006, Hades_Kane wrote in the 2nd comment:
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As you know, I've wanted to see a Triple Triad card game (from Final Fantasy VIII) coded. But some other things have been somewhat run of the mill… freeze tag, coded arena fights… Being Final Fantasy based, I wouldn't mind eventually being able to add in some other FF type mini games, although I imagine most of them would be either very difficult to code, or very crappy in text format.

Hmm, what other type of things… Chocobo Racing would be kind of neat, perhaps being able to actually race them yourself or bet on races (this could be applied to any number of other types of mounts for other themed games). Ship/Airship battles would be awesome, although that could likely be less of a minigame and more of another dimension of combat…

I've had other ideas throughout the years, but I'm sleepy and can't remember many of them :p
28 Jun, 2006, Midboss wrote in the 3rd comment:
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Most arena systems I've seen are just consequence free PK, regardless of how you enter it. My idea is a bit more to the effect of Super Smash Bros., that is, the options would include things such as whether or not you can use your own equipment, whether or not there's a time limit, whether or not randomized mobiles will spawn to interfere, what type of area to battle in (be it a single room or a labyrinth), what kind of conditions (earthquakes, hailstorms, high temperature…) to battle in… Admittedly, it's still just combat, but at least it would provide a decent twist on the normal combat.

Also, a chocobo racing minigame could be decent, depending on implementation. Having the player actively take part in the race would be clunky and not all that fun, however, if you just set it up so they watch and bet on the race, it wouldn't be as bad. The tracks would be arrays of different events such as turns, gaps, and hills, and the chocobos' stats would determine how well they perform at each point in the race, and ultimately whether or not they win. It'd be much better if you coupled it with a chocobo breeding minigame. And of course, it could be easily adapted to horses for more run-of-the-mill MUDs.
29 Jun, 2006, Omega wrote in the 4th comment:
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the way of mini-games.

There are plenty available on the net, cup game, spin-game, dice-game, chess is available.

Freeze-tag, also available, blackjack, and many more.

So i guess the question is, how unique do you want to go with your game, the ff style card-game is always a good idea, i personaly gave up making my own version of it due to lack of time, however, it is a really good game, so making that one would be good.

As for arena's, there are so many arena systems out there, i mean, if your going todo an arena, then you gotta do it right, as you said, different battlefields, with different options.

Like a magic only battlefield, where you don't do any attacks, just magic-casting, and that magic doesn't even have to be cast in the same room, type of deal. That would be cool.

There are plenty of things like that, that would be awesome todo for an arena system.

perhaps having a 'battlefield' with a dummy mob, that guages thieves theft ability, if they get caught trying to steal the object from the mob, then they loose on the field, something like that, something that gives an all new drive to the arena.

those are just acouple neat little idea's i spun together.

There are all sorts of other possible systems to-boot, use your imagination, and i'm sure you will toss together a nice set of systems.
29 Jun, 2006, Justice wrote in the 5th comment:
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I've always wanted to put in minigames.

Have plans for dice games, card games, and chess. We'll see if I have time to write any of them :p
29 Jun, 2006, Zeno wrote in the 6th comment:
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Funny, I was going to start this exact topic. With Remcon's Sudoku snippet, it got me thinking. What other minigames could I code in for players to do while they're waiting/healing?

I was thinking about something simple. Can't think of anything though. Chess isn't that simple, and even checkers would have an annoying command to move pieces. I'm trying to find things that don't require players to move around, like Sudoku is.
29 Jun, 2006, Midboss wrote in the 7th comment:
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I think Diablos was onto something with the chocobo racing. In fact, I'm working on it now. Players will be able to raise a chocobo to enter in the races, if they want, or just bet on the races. I'm too tired to go into detail so that doesn't do the actual plans any justice… But I'll be releasing it as a snippet whenever I'm done and we get the bugs worked out. Anyway, for the most part, you won't have to move around, as I think I'll include the option to make the races a global channel instead of being based in a specific room.
29 Jun, 2006, Conner wrote in the 8th comment:
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Actually, chess wouldn't need a significantly more complex command to move pieces than sudoku has, something like 'chess move <old-col-x> <old-row-y> <new-col-x> <new-row-y>' using numbered columns/rows just like sudoku does. How about card games or tic-tac-toe, or hangman?
29 Jun, 2006, Zeno wrote in the 9th comment:
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It's still be more complicated, you'd have to specify what piece you want to move.
30 Jun, 2006, kiasyn wrote in the 10th comment:
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nah, it'd find the piece from old-col-x and old-row-y
30 Jun, 2006, Justice wrote in the 11th comment:
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Well, chess moves aren't hard. Would simply use algebraic notation. Which is what FICS has been using for years. www.freechess.org

Basically… For those who've never used algebraic. Columns are letters, rows are numbers. For example, white queen's rook square is A1, black king's rook is H8. Each piece has a letter. K=king, Q=queen, B=bishop, N=knight, R=rook. Pawn's don't have a letter representation, so you simply specify the square they end up at.

In the cases where ambigious moves are possible, you specify either the column or row of the piece you want to move.
30 Jun, 2006, Darmond wrote in the 12th comment:
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you know one thing i have yet to see myself in a mud ( not saying it hasent been done just never seen it ) is a proper fully functioning caseno lol it would be sweet to have one too i think right down to the chips
18 Aug, 2006, Lograk wrote in the 13th comment:
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Connect-4!

I've seen this done on one my one and only MUD I've ever played, and I have the code for it. But it was always
fun to drink from the barrel of grog and play Connect-4 with the implementors at the casino.

Ahh, the good ol' days…
30 Aug, 2006, Justice wrote in the 14th comment:
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I've started working on a chess snippet. Hope to post it soon. Have generic structs to store piece/board data and a variety of functions to handle most of the maintenance.

As of right now, I can populate the board, and display it. Soon I'll write the move validator which will make sure each piece can be moved and that it won't put your king in check… should take care of exceptions like castling and en passant.

I've implemented the default output to look like the boards used at FICS. (www.freechess.org)

At first I'll be using a 2 coordinate moves like Yahoo does for it's notation (a2-a4), but soon I'll work on a full algebraic notation. (As used by USCF)
30 Aug, 2006, Justice wrote in the 15th comment:
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heh, connect 4, friend of mine once wrote a text based connect-4 game in Java. The AI was fairly simplistic, but still difficult to defeat. Managed to beat it my first game, and not once since.
30 Aug, 2006, Splork wrote in the 16th comment:
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One of our builders actually created a chess board using MUDL(Sloth's internal language). Oddly enough our players absolutely love it when I break it out:)

Anyone interested in learning about MUDL can check out
http://www.outgribe.com/jason/mudl/index...

Splork
30 Aug, 2006, Justice wrote in the 17th comment:
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Yeah, I considered writing it in javascript (which I embedded in a SMAUGFUSS), but decided to write it in pure C to release it in a snippet. I've seen examples of chess games in script (using HTML of course).

Wouldn't have been too hard to emulate.
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