[MUD-Dev] Mud-Dev FAQ
Jon A. Lambert
jlsysinc at ix.netcom.com
Sun Jan 4 01:32:57 CET 1998
On 3 Jan 98 at 8:51, Ling wrote:
> 4. What has been discussed previously?
>
> [Could someone provide this? JC, did you not make a post last summer
> which summed all the threads posted up to that point?]
>
Here you go. This is a current list of discussed topics; an update of
JC's July posting. I might have overlooked some interesting discussions
hidden under dubious subject headers (cf. "Ho Hum" <*poke* *poke* :>)
I've also attempted a split into three broad and fuzzy categories.
-cut-
Server design:
Affects vs. spoofs
Security concerns of spoofs
Component based bodies vs. aggregate bodies vs. atomic bodies
Rooms vs. coordinate spaces vs. mixed forms of the two
Methods of handling coordinate spaces: neighborhoods, tree forms
R-Trees, R*-Trees, 3d arrays, Quad/Oct trees
Automated population containers
Event models
Internal process models
Security models
Multi-threaded server design
Database design for a server
Use of transactional databases in a MUD server
How to avoid resets
Parsing systems, and language development tools
Design of internal MUD languages
Variations on event-driven design
Disk vs. memory based designs for MUD servers
IO Socket efficiencies.
Telnet protocol and terminal emulation
Design of Object IDs and Object ID recycling
Artificial probability systems
Virtual rooms, virtual objects, virtual mobiles
Sending mail from within a mud server
String handling and memory
Verb handling - global vs. local vs. mixed
Generic objects
Object assemblies
Collision detection
Client scripting and scripting prevention
Graphical interfaces
Must have books for programmers
Web vs. Telnet
Game design:
Classes of players and what they want from a game
Levels vs. level-less vs. abstracted levels vs. level-comparatives
Keeping a goal progression without levels
Handling of character inventory and representation of inventory
Families and their impacts on clans, multi-charring, and tactics
Character senses, representation and extension
Re-usable quests or plotlines
Generic quest creation systems
Rumor systems, handling rumor propagation, and rumor decay
Races
Placement of characters in the MUD-world predator totem-pole
Handling of character death as an in-game event
Perma-death vs. resurrection
Economic systems (and lessons learnt by prior experiments)
Energy-style ecologies and economies
Ecologies for MUD worlds
Inter-player communication systems
Perceived danger levels for characters
NPC AI, goal-oriented NPCs, intelligently automating NPCs
Player characters as NPCs/monsters
Nutrition
Wounds and trauma systems
Combat systems (round based, no rounds, interactive, etc.)
Combat messages
Combat scripting and action
Dynamic descriptions and perception
Views on the "undead"
User command interface design
All about bows, longbows, crossbows, etc.
Festivals and in-game mud games
Supporting both Rpers and GOPers
Virtual chemistry/alchemy
In-game political and social structures
Implementing mundane professions (or Nation of Shopkeepers)
Methods of integrating PK (coexistence with non-PK)
Handling poison and disease
Inebriation and drugs
Dragons - a number of viewpoints
Spoken and written languages
Food - interesting or irritating
Starting characters or creating characters
Amalgamud specification document
Alignment vs. reputation
Character positions and rank point system
Automatic name generation
Learning and skill progression
Classless systems and profession-based systems
Physics and the mud universe
Hard sci-fi vs. science fantasy
Character places of their own
Character henchmen and servants
Thieves - ideas
Allowing players to affect the world
Group play and group dynamics
Spells and spell-casting systems
Characters - heroes, nobodies, or prey species
Game balance
Hive minds
Traps and riddle lists
Representing character stats - numeric, descriptive and graphic
Settings for mud worlds
List members' inspirational fantasy and scf-fi books
Handling and building of large trackless areas
Gods and deity systems
Mud Administration/Philosophy
Lorry's document on wizarding
The morality of logging and snooping
Problems with socializers
Social control and engineering
Dealing with "problem" players
Is the virtual world real?
Gender issues
Bartle's mud papers
The purpose of mudding
Motivating builders and coders
Role-play vs. Game-Only Play discussion
PK vs. Non-PK discussions
The infamous rape discussion
Habitat papers and anecdotes
Overriding players' control of the character
-cut-
--
Jon A. Lambert
"Everything that deceives may be said to enchant" - Plato
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