Search found 8 matches

by legendre
Thu Jul 05, 2012 3:09 pm
Forum: Game Design
Topic: [ MUD ] Making Warrior vs Warrior Combat More Interesting
Replies: -1
Views: 1379

Re: [ MUD ] Making Warrior vs Warrior Combat More Interestin

I have a plan for "meta" combat - things that occurs outside of the auto attacking cycle. E.g. Thieves can flee, try to sneak and then start combat again with a backstab. Clerics/Mages can try to flee and spell up or cast nasty non-combat spells to give an advantage. I suppose even warrior...
by legendre
Wed Jul 04, 2012 2:42 pm
Forum: Game Design
Topic: Modern Browser Based MUD (multi-user dungeon)
Replies: -1
Views: 5322

Re: Modern Browser Based MUD (multi-user dungeon)

My question is how difficult would it be to convert a MUD to a modern browser based game that would not require Telnet and can run on just a browser. Pretty easy I suppose. If I am not wrong, there are quite a few MUDs (the biggest and most popular ones?) that has in-browser clients. Some have thei...
by legendre
Wed Jul 04, 2012 1:36 pm
Forum: Game Design
Topic: Modern Browser Based MUD (multi-user dungeon)
Replies: -1
Views: 5322

Re: Modern Browser Based MUD (multi-user dungeon)

Old school text-only MUDs do have a key advantage: It is easy to create a multitude of different environment in a short amount of time. E.g. You are underwater, surrounded by colorful schools of fishes. Ahead of you lies a breathtaking palace, covered with colorful gemstones. E.g. You are standing a...
by legendre
Tue Jul 03, 2012 4:42 pm
Forum: Game Design
Topic: [ MUD ] Making Warrior vs Warrior Combat More Interesting
Replies: -1
Views: 1379

[ MUD ] Making Warrior vs Warrior Combat More Interesting

I am making a modern MUD - Multi User Dungeon, and I am trying to figure out how to make the warrior vs warrior combat skills more interesting. Suppose one warrior type "k player" and they start auto-attacking each other. We see some variation of this: player1 hit player2 for 10 damage! pl...
by legendre
Thu Jun 28, 2012 11:35 pm
Forum: Game Design
Topic: Modern Browser Based MUD (multi-user dungeon)
Replies: -1
Views: 5322

Re: Modern Browser Based MUD (multi-user dungeon)

It depends on the implementation, but from a gameplay perspective, autoattack tends to limit the amount of "skill" involved in player vs. player combat in particular. PvE is less affected, given that there's only so much you can do in terms of implementing AI for NPCs to make PvE more com...
by legendre
Thu Jun 28, 2012 10:23 pm
Forum: Game Design
Topic: Modern Browser Based MUD (multi-user dungeon)
Replies: -1
Views: 5322

Re: Modern Browser Based MUD (multi-user dungeon)

Jackolantern wrote:combat is miles and miles deep (no auto-attacking to be found)
Whats wrong with auto-attack? Its one of those things I decided to leave in my game after some considerations.
by legendre
Thu Jun 28, 2012 12:49 am
Forum: Game Design
Topic: Modern Browser Based MUD (multi-user dungeon)
Replies: -1
Views: 5322

Re: Modern Browser Based MUD (multi-user dungeon)

PLEASE someone make a good MUD. I want to play!!! Me too. :lol: But to be honest, I think MUD makers' too entrenched in old school beliefs to make games that appeal to new generations, or can be mass marketed. I did some market research months before this project, trying out different MUDs and doin...
by legendre
Wed Jun 27, 2012 1:28 pm
Forum: Game Design
Topic: Modern Browser Based MUD (multi-user dungeon)
Replies: -1
Views: 5322

Modern Browser Based MUD (multi-user dungeon)

I am an avid MUD player and I see a lot of fun gameplay in MUDs that haven't been ported to more modern interfaces. 100% text, lack of newbie welcome/tutorials, requiring telnet or MUD client to properly play etc are some of the problems preventing MUDs from being mass marketable. In fact, I am work...

Go to advanced search