[MUD-Dev] META: 1998 Topic Summary
Jon A. Lambert
jlsysinc at ix.netcom.com
Sun Dec 27 02:49:36 CET 1998
The following is a list of topics that appeared on the MudDev list in
1998...
Server Design:
Event handling
Socket programming
Task parsing
Byte code
Java and Javascript
Dynamic module loading
DBs and Events
Java threading
Let's build a compiler
Version control
Intermud communication
Nested coordinate spaces
Persistent storage
Transport layer UDP vs TCP
Atomic functions
Algorithms for storing free space
Mapping - creating bitmaps
Using SQL databases
Mapping data into RDBMs
DevMUD project
Game Design:
Mud economy
Vast areas in muds
Time travel and logging
Unique items
Gods and worshippers
Senses
Terrain rendering
Simulating future history
Ultima Online's reputation system
Bad game designs (What we hate about muds)
Handling log out
There can be only one
GRUMPS
Character development
Teleportation code
Avatars
Leaving characters in the game
Mud school
Regulating player created objects
In game bulletin boards
Level-less muds
Describe concept
World persistence
Random numbers
Charm
Combat intelligence
Darkness visibility
Thoughts on languages
Recursive look
Equipment fitting
Implementing god
Marian's tailor problem
Room descriptions
Prescience rules/handling telepathy
Map-making programs
Stack-based NPC AI
Multiple currencies
Command parsing
Affordances and Social method
Fun vs. realism
Client Design:
Netscape Clients
Netscape Gecko
CORBA, RMI, DCOM
Graphical Mud perspective
3D perspective
Net protocols for mudding
Client side caching
Using HTML in muds
Trusting the client/ security
DIS - client/server protocol
Mud Administration/Philosophy:
Administrative Responsibility
Impact of the Web on muds
PK debate summary
The MLI project
XShipwars
The Darkhole tests
Wired on Ultima Online
CGDC summary
Golgotha
Laws of Online worlds
Analysis and specification
Mud web sites
What is a mud?
Storytelling vs. Simulation
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