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Getting UDP through NAT/firewalls/whatever for a game
QuickTime errors
Python script as stand alone MUD server
Subject: Various sound problems
Fragment Shaders & GL TEXTURE RECTANGLE EXT
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Re: Language and platform for Text MUD server
Apparent acquisition of Yantis (mysupersales) by IDE
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Getting UDP through NAT/firewalls/whatever for a game
Microsoft Sparkle
Subject: Director MX
Congratulations Horizons
Yet more problems fullscreen mode
Apple Dev Kitchen Them 's tasty vittles, Maw!
NSOpenGLContext, Pbuffers, and drawables
More DCR "theft " naughtiness
dynamic sprite creation and imaging lingo
Re: Find stuff in Flash array?
Effects of skill imbalances?
QuickTime errors
Rom 2 4/Quickmud Enhancement/Bug fix
Subject: Working with XML files/CFURL
smooth scrolling/subpixel tweening
RE: (Ron help me?) Flash text
Subject: Flash Racing
Subject: MudDev FAQ 2
Browser based games
Installing GLUT
Special character in Flash XML
 
MUD Dev
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GDC Social

Bridget?s GDC Social March 22nd 4-6 00 Designers researchers theorists Terra Novans MUD-Dev?ers Ludiumites and the newly affiliated Metaverse Roadmappers (accelerating.org/metaverse) here is a

New Columns at Skotos

This month we 've added two new columns to the Skotos Articles Archives after going into a state of partial hibernation previously. They 're Perspectives by Sam Liu and Lessons from the Live Team b

Simulation vs. Status Quo

There is not a day that passes where I am able to keep a certain thought from my mind the thought of the "perfect " cRPG. For years now I 've been tossing things over in my head and I 've come to my

Best of Skotos Article Listing

As part of the expansions of the Skotos Articles Archive I posted a column today listing 25 of the best articles that we posted in our first three years (2000-2003). You can find it here http //www.

Subject: Persistent teaming

ping (is this thing dead?) AO has the concept of team-levels but they don 't persist across sessions. That is after a period of time the team goes up a level but the levels disappear when the team

Design: Food in MMOs

Note This was originally sent a long time ago. I guess something happened to the list or to my subscription on it. The threads I 'm mentioning may be stale by now but the points and questions in thi

Procedural Content Generation [was Design: Episodic MMOG 's   (not expans

David Wright wrote > I was curious if there has been much thought or discussion regarding > Episodic MMOG 's wherein the content is transient - ephemeral but > characters and various npc 's are persi

Design: Episodic MMOG 's (not expansionistic)

"David Wright " <david.a.wright@(protected) > wrote > I was curious if there has been much thought or discussion regarding > Episodic MMOG 's wherein the content is transient - ephemeral but > character

Gathering at/near GDC?

Hello all I won 't be at GDC this year but I will be in Silicon Valley at the time. Are there any MUD-Dev gatherings / dinners planned this year? If not should there be -)? Amanda Walker

Subject: Well I 'm back....

Been awhile but as my work again directly relates to the topic I figured I could justify going back on the list. Hi all. I 'm sure there are a lot of new faces. I hope there are at leasta few that

Changing Midstream (SWG 's New Look)

Sean Howard wrote > If you aren 't already painfully aware Star Wars Galaxies has > recently gone through and is still going through a process of > completely revamping the game called the new game

Magic systems - poetry?

I was talking a while ago with a colleague (hi Andrea) about some stuff that lead onto magic and whether the presentation of magic-as-science (with repeatable "spells " and implicit underlying rules

Design: Episodic MMOG 's (not expansionistic)

I was curious if there has been much thought or discussion regarding Episodic MMOG 's wherein the content is transient - ephemeral but characters and various npc 's are persistent (or re-born) instea

ADMIN: New moderator for MUD-Dev

Writing as list owner I am very pleased to announce that Jon Leonard has agreed to help in moderating MUD-Dev. -- J C Lawrence They said "You have a blue guitar -----

Changing Midstream (SWG 's New Look)

If you aren 't already painfully aware Star Wars Galaxies has recently gone through and is still going through a process of completely revamping the game called the new game enhancements (NGE). It 's p

Value

A topic that always came to mind to me when I played games was value. I don 't like it when I pay $50 for a game only to find that I couldn 't get more than an hour into it due to insurmountable diffic

Re: Text MUDs; in need of an (r)evolution?

Sam Pointon writes > On 14/11/05 John Mauney <montyculligan@(protected) > wrote > > So do any of those who enjoy text based games agree? Do you see > > other things the genre needs or could benefit fr

Griefing

I just finished reading an issue of Escapist Magazine (http //www.theescapistmagazine.com/) that dealt with the topic of griefers. The topic was thoroughly analyzed and explored throughout the articl

RE?: [MUD-Dev] Removing the Massively from MMOG (long)

On November 18th Lachek Butalek wrote > One of the selling points of WoW for example was that it was > balanced and polished enough that you could solo without any major > issues - indeed some r

Subject: Sexism in design

On Nov 17 5 06pm Otis Viles wrote > I still browse TMC and avoid mudmagic but it seems like all of > the good talk is happening at www.mudlab.org now. It 's smaller but > it 's staying on topic a

MMO a temporary phenomenon?

At present the online experience is fairly primitive. We all know that huge advancements have been made but that we 're still in the bronze age of virtual experiences. In a screwy way this ensures

Dynamic Quests & Event Chains

There 's been a lot of discussion recently on improving quests to avoid the constant boring flow of "fed-ex " and monster slaying. As Mike Rozak pointed out quests will be more enjoyable when the playe

Removing the Massively from MMOG (long)

This is an idea that has been brewing in my mind for a while now and many of the recent threads have convinced me enough to finally write it all down. http //www.casual-tempest.net/think.php?t 6&p

Text MUDs; in need of an (r)evolution?

This topic is for the discussion of the current state of text MUDs and I am posing the question do text MUDs need some kind of (r)evolution? I was of the mind that before Everquest was released th

[MUD-Dev] DGN: Reasons for play [was:   Emergent   Behaviorsspawnedfrom...]

Sean Howard wrote > "Sean Kelly " <sean@(protected) > wrote > > Then let 's hope there are a lot of philosophers as they may be > > the only ones buying these games -) > That won 't be true but if we are lu

Effort to produce a quest

How much work does it take to produce a quest of the quality used in WoW or EQII? How many text-MUD "rooms " are needed per hour of entertainment? Details... I am creating a content-production sched

DGN: Starting with Nothing (Requests for Resources)

Greetings. It would perhaps be best to introduce myself as a newbie programmer and a newbie MUD-owner. Not the best of combinations but one that anyone can be grown out of with a bit of time and d

DESIGN: Personal NPCs

I recently thought up an interesting way to make quests more compelling by having them handed out by a player 's "personal NPCs " such as the character 's parents childhood friends henchmen or pet.

quest engine design documents?

I apologize for asking something that probably has been asked before but the archives seem to be down. Can someone point me to quest engine design documents? (hopefully engines that have actually b

Commentary on Recent PlayOn Blog Social Cohesion

I 've written up some commentary on the PlayOn Blog 's recent results when studying the cohesion of social networks in World of Warcraft http //www.lifewithalacrity.com/2005/10/dunbar_group_co.html -
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