<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Mud Games --> <!--X-From-R13: [ngg Qunggreyrl <ebbgNzcp.qla.zy.bet> --> <!--X-Date: Mon, 08 Sep 1997 15:03:54 +0000 --> <!--X-Message-Id: Pine.LNX.3.96.970908072702.126A-100000#mpc,dyn.ml.org --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199709080458.XAA28199@dfw-ix4.ix.netcom.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Mud Games</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:root#mpc,dyn.ml.org"> </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="msg01155.html">Previous</a> | <a href="msg01157.html">Next</a> ] Thread: [ <a href="msg01149.html">Previous</a> | <a href="msg01157.html">Next</a> ] Index: [ <A HREF="author.html#01156">Author</A> | <A HREF="#01156">Date</A> | <A HREF="thread.html#01156">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Mud Games</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] Mud Games</LI> <LI><em>From</em>: Matt Chatterley <<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>></LI> <LI><em>Date</em>: Mon, 8 Sep 1997 07:32:00 +0000 (GMT)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Sun, 7 Sep 1997, Jon A. Lambert wrote: > On 7 Sep 97 at 2:53, Matt Chatterley wrote: > > On Sat, 6 Sep 1997, Jon A. Lambert wrote: > > > On 6 Sep 97 at 17:45, Matt Chatterley wrote: > > > > Horse racing, Bull fighting, cock fighting, frog jumping. > > > Running, swimming, three-legged race, sack race, marathon. > > > Archery contests, Taber tossing, Rock/shot/discus throwing, weight > > > lifting, Gladiator events, wrestling, boxing, martial arts. > > > Horse shoes, rowing, canoeing. > > > hrrm.. team sports like mud-football(?).. > > Maybe these can be categorized: > > 1) Races - players or animals/pets. > 2) Dueling - players or animals/pets. > 3) Player executing a skill set to manipulate an object. > 4) Team sports Hmm. I think I'd first categorise them as "Player active" and "Player passive", then divide them down as something like the above. > > I've seen football (by which I mean soccer) coded badly on one mud (It > > basically didn't work, but was a nice idea), and lots of mud have 'arena' > > pits where players can duel (this is rather unimaginative, and on my mud > > would be rather lethal for the players involved - no safe deaths!) > > Of course with referee Bubba in ring to provide warnings, checking > equipment, etc. Wrestling and boxing might be reasonably safe > events. Yup - I have a provisional setup (ie: its not finished, but more or less exists notionally) in bits of the various combat stuff to allow for 'non-lethal' combat, where you are not actually trying to kill the other guy, but aiming at some intermediate level of injury. > > I like the idea of translating field events (and possibly track events!) > > onto the mud, and other sports in the vein, but I think having > > combatative, and watchable events (as well as directly particible in) is > > good too. Bull fighting, Cock fighting and races of some kind (which you > > can bet on) look good to me. > > The gambling aspect comes almost for free. Some "house" code to > collect and pay bets adds to player security. Side-bets handled by > players involved. > The spectator aspect could be exciting. I've listened to horse > racing over the radio and would bet an exciting textual presentation > could be made to viewers. Yup - the excitement almost creates itself with something like this, if you can conjure up the atmosphere of competition and the 'win/lose' thrill/upset. > > Oh yes. The 'fayre' is something that I will probably use - as a host > > place for both lighthearted, and less pleasant things (something for > > everyone - for instance a cock fight off to the side out of public view). > > Several historical civilisations have had a great love for public games > > and entertainment - they didn't have television! > > > > I would think that much of the Fayre setup could be automated. > Booths built, tracks laid out, targets erected, etc. over the course > of a few mud days. These could be regularly events held in some > conveniently empty field near town. The "lists" could be posted some > mud days in advance, allowing players sufficient time to enter > events. Definitely. Certain regular events for which a town is well known, and which attract lots of strangers (non-regular NPCs such as a 'tribe' of tourists, and so forth), also giving us a springboard for non-regularised quests and such. > > > > The jousting tournament and other medieval things are somewhat cliched, > > > > and I'd like to think of something original, hmm. > > > > Catch-the-greased-swamp-dragon? :P > > > > > > Then again I haven't seen jousting implemented, so it might not be a > > > mud cliche yet. > > > > True - its a thematical cliche though. It'll be implicitly possible as a > > consequence for me (since if you have a large weapon like a lance, and are > > on a mount, and dash at something, you joust it). > > Can you unhorse someone? If so, you've got the meat of it. Thats the ticket. Being hit hard, or being hit in the horse can throw you off. > > > Some questions come to mind. > > > Take the simple(?) case of a character racing event. > > Hmm. I have a few answers, I think. > > > > > > > Can one effectively implement a "race" in a mud? > > > > Yes, and no - doing it in a way that has 'player participation' could be > > tricky. > > Prolly. > > > > What sort of mud structures would be needed? > > > > A racetrack? :P > > > > How about a course layout. At certain defined milestones/legs the > player enters a strategy script. More below. Hmm, yes.. > > > What sort of presentation do you deliver the racer? > > > > Toughie. Lots of messages, rather than room descriptions? > > > > Yes. A portion of the race description that would be presented to > the viewers. Typically those ahead of them. And perhaps some > sensory input from their own bodies, indicating how they are feeling. > Perhaps some clues in these messages as to why they are loosing. This is good, indications of how tired they're getting, which bits are aching and so forth. > > > Would user input be needed to sustain a racing character? > > > > I'd say no - but we should have some degree of interaction with the > > player, so perhaps allow 'foul play' and/or allow them to pace themselves > > for long races (eg, run slower .. run faster .. at key points). > > [Snip nice race script/thing] Regards, -Matt Chatterley <A HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A> "In space, you never know when to expect danger.. except when an Enterprise away team beams down on a routine mission." -Greg Proops </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="01157" HREF="msg01157.html">Re: [MUD-Dev] Mud Games</A></strong> <ul compact><li><em>From:</em> caliban#darklock,com (Caliban Tiresias Darklock)</li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01149" HREF="msg01149.html">Re: [MUD-Dev] Mud Games</A></STRONG> <UL><LI><EM>From:</EM> "Jon A. Lambert" <jlsysinc#ix,netcom.com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01155.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01157.html">Re: [MUD-Dev] Mud Games</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01149.html">Re: [MUD-Dev] Mud Games</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01157.html">Re: [MUD-Dev] Mud Games</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01156"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01156"><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] Mud Games</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="01140" HREF="msg01140.html">Re: [MUD-Dev] Mud Games</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 07 Sep 1997, 09:55 GMT </LI> <LI><strong><A NAME="01152" HREF="msg01152.html">Re: [MUD-Dev] Mud Games</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 08 Sep 1997, 04:15 GMT </LI> <LI><strong><A NAME="01139" HREF="msg01139.html">Re: [MUD-Dev] Mud Games</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 07 Sep 1997, 09:53 GMT <LI><strong><A NAME="01149" HREF="msg01149.html">Re: [MUD-Dev] Mud Games</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 08 Sep 1997, 04:58 GMT <LI><strong><A NAME="01156" HREF="msg01156.html">Re: [MUD-Dev] Mud Games</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Mon 08 Sep 1997, 15:03 GMT <LI><strong><A NAME="01157" HREF="msg01157.html">Re: [MUD-Dev] Mud Games</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 08 Sep 1997, 15:27 GMT <LI><strong><A NAME="01159" HREF="msg01159.html">Re: [MUD-Dev] Mud Games</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Mon 08 Sep 1997, 16:17 GMT </LI> <LI><strong><A NAME="01187" HREF="msg01187.html">Re: [MUD-Dev] Mud Games</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 12 Sep 1997, 00:32 GMT <LI><strong><A NAME="01189" HREF="msg01189.html">Re: [MUD-Dev] Mud Games</A></strong>, Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 12 Sep 1997, 13:51 GMT </LI> </LI> </LI> </LI> </LI> </LI> </ul> </ul> </ul> </ul> </ul> </ul> </ul> </ul> </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>