Mailing List
Home
Forum Home
Mac Game - Mac game development
Rivers of MUD - a Diku and Merc based multiuser dungeon
SMAUG
Subjects
Getting UDP through NAT/firewalls/whatever for a game
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
Subject: Timers and global variables
Re: Language and platform for Text MUD server
Apparent acquisition of Yantis (mysupersales) by IDE
HID keyboard
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
Page 23 of 25 Previous 10   21   22   23   24   25  

RE: [MUD-Dev] Do players enjoy farming? (was MUD-Dev Digest, Vol7,
   Issue9)

Paul Schwanz writes > John Buehler wrote > > Paul Schwanz writes > > You get an interesting result but only for the monster killers. > > The farmers and miners receive the hassle that you didn '

Death and Permadeath and Corpse Retrieval

I 've been thinking of different ways to handle death and corpse retrieval and was wondering what are some ways that you 've seen it addressed in games that you really like? I 'm thinking of a system

Crafting/Creation systems

-- <cut >-- Note This message was written via the list web archives. There is no guarantee that the claimed author is actually the author. -- <cut >-- Original message http //www.kanga.nu/archive

RE: [MUD-Dev] Do players enjoy farming? (was MUD-Dev Digest, Vol
   7, Issue9)

>From John Buehler > Barrier alert. > You get an interesting result but only for the monster > killers. The farmers and miners receive the hassle that you didn 't > want for yourself. Well

The last days of Discord PVP server on EQ

In December EQ opened a new PVP server with a new set of rules. The server is called Discord and is part of a promotional campaign for the new EQ expansion. This server will end tomorrow. The ser

ANNOUNCE: MUD-Dev conference, 26 and 27 March 2004

http //kanga.nu/MDC/ The MUD-Dev Mailing List Presents the Second Annual MUD-Dev Conference Saturday March 27th 2004 Sunday March 28th 20044

Re: [MUD-Dev] Do players enjoy farming? (was MUD-Dev Digest, Vol
   7,   Issue9)

John Buehler wrote > Paul Schwanz writes > > When I talk about camping and farming I 'm referring to *any* > > low-risk activity that produces predictable gains not just the > > normal paradigm

Subject: MudWorld.Org

Hey all I am trying to peak more interest in the promotional features of MudWorld.Org. I would hope that you all could check them out and present any constructive critisizm and perhaps even uti

Online worlds and behavior...

I 'm sorry but I lost the original title in the digest. Ola wrote > > > There is no reason to believe that humans in online worlds are > > > significantly different than humans in the physical worl

Thought Experiment: Permanent MonsterDeath

Scion Altera writes > Thursday January 8 2004 7 01 09 AM John Buehler wrote > > This can include the operation of a town. Imagine a GM breaking > > out the Caesar III town-management interfa

Do players enjoy farming?

From Paul Schwanz <pschwanz@(protected) > > When I talk about camping and farming I 'm referring to *any* > low-risk activity that produces predictable gains not just the > normal paradigm for c

The psychology of random numbers

From Ammon Lauritzen <ammon@(protected) > > On Mon 5 Jan 2004 Ted L. Chen wrote > > Working on the loose assumption that displaying some sort of > > measure is inevitable is there some way we can

RE: [MUD-Dev] Do players enjoy farming? (was MUD-Dev Digest, Vol 7,
   Issue9)

Paul Schwanz writes > Rayzam wrote > > From "Paul Schwanz " <pschwanz@(protected) > > > > I 'm still not sure why we have it in for camping when players so > > > obviously like to camp. Or why we ha

Re: Simulated societies (Re: [MUD-Dev] Thought Experiment: Permanent
   Monster D

On Tue 30 Dec 2003 19 05 07 +0100 iso <olag@(protected) > wrote > J C Lawrence <claw@(protected) > writes > > John Arras ' work on simulated societies and world development is > > sorely overlooked

Exploits and hacks in MMORPGs

What kind of exploits and hacks can ruin a MMORPG? Please add to my list below. Lets assume the following basic setting. Client/server architecture where the server runs the true version of the

Re: [mud-dev] RE: [MUD-Dev] Thought Experiment: Permanent Monster
   Death

Thursday January 8 2004 7 01 09 AM John Buehler wrote > This can include the operation of a town. Imagine a GM breaking > out the Caesar III town-management interface and directing > moveme

Simulated societies (Re: [MUD-Dev] Thought Experiment: Permanent
   Monster Death

J C Lawrence <claw@(protected) > writes > John Arras ' work on simulated societies and world development is > sorely overlooked in recent discussion. He gave an excellent > presentation on it at the

Re: Camping (Was just named as a generic MUD-DEV reply)

From Paul Schwanz <pschwanz@(protected) > > Chanur Silvarian wrote > > From "Rayzam " <rayzam@(protected) > > > You missed some of my previous stuff. Yes this would be true > > with static

levels (was: ghost mode)

J C Lawrence <claw@(protected) > writes > Note that I am explicitly not distinguishing between singular > level values and complex skill mesh/distributions. They 're both > levels just in different

Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue
   9)

Rayzam wrote > From "Paul Schwanz " <pschwanz@(protected) > > > I 'm still not sure why we have it in for camping when players so > > obviously like to camp. Or why we have it in for farming wh

Defining 'churhn ' in relation to MMO games

Hello I 'm among the speakers at next month 's ELSPA conference on online games in London and whilst preparing my presentation some examples that discuss 'churn ' started throwing up some o

NEWS TECH: Re: Welcome to the "MUD-Dev " mailing list

In message <mailman.69.1073508367.371.mud-dev@(protected) > mud-dev-request@(protected) writes > Welcome to the MUD-Dev@(protected) mailing list! And a hearty welcome to you to Mr. List Robot. )

The psychology of random numbers

It 's been a while since my last post and it has taken some time to catch up on the interesting reading. The old thread about hiding numbers from players has got me thinking about the probability

Subject: biggest muds

We westerners are incredibly insulated from the world market for online games it seems. First time I 've ever heard of Legend of Mir 2 was today the same day I find out it is the largest mud in the

Congratulations Horizons...

...for doing some things right. 1) First of all a simple one that all other MMORPGs pretty much ignore Horizons has true multiplayer quests. Not just tasks like DAoC although it has that

The Web 's New Currency

From http //www.ecommercetimes.com/perl/story/32440.html It has an interesting application to online games in general. Mike "Talien " Tresca RetroMUD Administrator http //michael.tresca.n

TECH Looking for light graphical clients

Hi I am looking for a light graphical client. I haven 't found anything remotely similar to what I am looking for on the web or the MU* websites. I apologise for taking this to the list but I wo

Why doesn 't Lineage count as the most popular MMOG ever?

On 5 Sep 2003 at 0 41 Martin Bassie wrote > - Star Wars Galaxies was the first to implement player-to-player > teaching A Tale in the Desert had that before SWG as did countless MUDs.

Whimsy

From J C Lawrence > On Fri 19 Dec 2003 21 36 13 -0500 J C Lawrence <J > wrote > Where are the dreams? Where is the embarrassment? Where are the > Cheshire Cats the old father Williams t

Browser-based games

There was a very brief discussion (2 posts?) of this a while back http //www.kanga.nu/archives/MUD-Dev-L/2003Q3/msg00277.php but one of these games (that I 've been involved in) is about to go
Page 23 of 25 Previous 10   21   22   23   24   25