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The most advanced mud you've never seen
donky
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#46 id:42293 Posted Feb 21, 2010, 4:35 pm

Scandum said:
I'm interested as well. I think a lot of people feel like they've started to repeat themselves, and it'd be easier to link to some central site dedicated to game concepts and designs.

Yes, this is kind of what I was hoping to do with my wiki, which Idealiad linked to.  One of the ideas was that there are a range of topics that just come up and get rediscussed, and links to previous discussion and summary of the conclusions drawn would be a valuable thing to point people who bring them up to.  The newsgroups, MUD-Dev, the forums, Imaginary Realities, etc.

However, I linked to it here to refer to my Physmud page, not to get it in use.  I have a lot of initial content to do, before it is ready.  And it is unlikely I will have time to add that initial content any time soon.
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Ding a ding ding dang doo.  Or something.

Idealiad
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#47 id:42296 Posted Feb 21, 2010, 5:07 pm

It occurred to me that we already have a spot in MB for something that might work --

http://www.mudbytes.net/index.php?a=articles&s=3D_mockup

I've created a new articles category for 'mockups'. Should be clear enough but if anyone has questions let me know. I'll be working on the 3D one and anyone is welcome to join. Use the forum discussion thread to hash things out:

http://www.mudbytes.net/index.php?a=topic&t=2563

KaVir
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#48 id:42297 Posted Feb 21, 2010, 5:28 pm

Runter said:
If it's annoying to stay on a winding or spiraling path manually this could address that problem.

I don't have winding or spiraling paths though.

Scandum said:
I believe that was the one, and in my opinion that would change the interface, as players will interface with roads instead of coordinates.

As Tonitrus pointed out, players rarely use coordinates anyway.  They either navigate with 'north', 'east', etc, or they 'target' a creature (to follow) or location.

Idealiad said:
Is the interface confusing for players new to muds entirely? I actually think it's quite easy to use, but I haven't watched a new player try it out.

Well I can't ask those who don't hang around, but of those I've asked it's the experienced mudders who seem to have the most trouble.  Those who haven't played other muds usually say they find it intuitive (but of course one could pose the question: intuitive compared to what, if they've not played any other muds?).

donky said:
I think unless the interface is just plain badly done, a tutorial like Midkemia Online has would easily introduce the basics.

I'm in the process of adding a 'what' command rather like we discussed in the other thread, and it does include some movement stuff, so I'm hoping it'll help out here as well.
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KaVir at God Wars II: godwars2.org 3000  Roomless world.  Manual combat.  Endless possibilities.

donky
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#49 id:44415 Posted Mar 24, 2010, 2:23 am

Michael Lawrie on CornMUD said:
Alas, it all went about 20 or more years ago - Most of it was on UCL's
BULLET and Southampton's SBBS - I know there are no archives of SBBS
but there may be something left of the old BULLET. I'd not know where
to start looking though.

I got that in reply to my email.  I have no idea where to get these BULLET archives either, so I might just leave it for now.
.........................
Ding a ding ding dang doo.  Or something.

KaVir
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#50 id:44457 Posted Mar 24, 2010, 2:30 pm

An old friend of mine used to work at Southampton University.  I sent him a message today about the SBBS, and he spoke to another friend of his who also used to work there (and who is interested in mud history), but sadly neither of them knew anything about it.  It was worth a try though!
.........................
KaVir at God Wars II: godwars2.org 3000  Roomless world.  Manual combat.  Endless possibilities.

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