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February 15, 2008

I have decided to grab the bull by the horns and start a new project. I have always wanted to create an immersive roleplay atmosphere in a game.  So here goes!  I have never had any luck with finding or keeping a coder. So to prove that I can at least tackle things on my own, I am going to tackle the building end of things for now.  I want to rip all the stock areas out and rebuild from scratch.  Brave, big plans for such a little person, eh? I can build if nothing else. Maybe if I start out like this then a coder might fall into my lap :P

Just remember, I am not holding my breath waiting for a coder to fall into my lap. I don't expect that to happen. So to all those who have offered a bit of help here or there, I might call on you if I screw things up beyond recognition or can't remember all the things I used to know about Unix :P

Now I should get back to writing a paper. A big, ugly, nasty paper with teeth!

Keywords: new mud project

Posted by Avaeryn | 2 comment(s)

February 12, 2008

Yes, this makes *5* of them now. Every last one of them I've bought in the last 2 years now is dead or dying. I've already turned the previous 4 in for warranty replacement. This one will make the 5th.

After investigating the usual causes for blue screens of death - bad drivers, incompatible software, rogue code, etc - I've come to the conclusion the drive itself is showing the same signs my servers showed before. These things manifest more subtely on Windows boxes and if I hadn't suffered so many failures before I might have missed it entirely.

So once more, Hitachi will save my behind from another big fat mess. And to think, I just put the bloody drive back into a brand new motherboard and CPU and this is the thanks I get. At least the data is still readable so I can take the drive in and use the cloning machine at work.

And again, for the love of God, nobody buy Western Digital! This is just plain stupid!

Posted by Samson | 5 comment(s)

http://feeds.feedburner.com/~r/mudreading/~3/233546891/three-space

Approximating three-dimensional space is an interesting challenge in a text-based game. It is very easy to create a simple, sufficient model. Complications run the risk of confusing players and piling on the work for builders. I’m going to look at a few approaches, their advantages and disadvantages, and talk about an idea that I haven’t seen used.



The standard MUD approach is to use weight as its only measure of not only weight, but also size. The capacity of a container is judged by how much weight it can contain, and a character’s encumbrance is simply their total carry-weight versus a maximum, generally derived from their various attributes.



This works well in general, and is conveniently simple, but there are a few cases that throw this system off.



First, object shape is not taken into account. In my experience long, skinny objects cause the most weirdness, as the game mechanics don’t see any reason to protest putting a spear in a belt pouch.



Second, objects that vary wildly in density can cause confusion. If a player has a bag that can carry an entire wardrobe of silk they may be suddenly confused when a 7 pound sword cannot fit inside.



I have seen a few attempts to solve the size problem. The simplest is a single “size” field, separate from weight, that is then used instead of weight when determining the amount of space taken up in a location or container. This works well enough as it represents density, but it does not help our spear scenario.



In some cases further size fields are added. In the next step we start to approximate each object as a geometric shape. With two fields, width and length, you effectively consider every object a cylinder. This works well: it is able to represent those troublesome spears, and a cylinder with equal length and width is sufficient for less exotically shaped objects.



The other approach I’ve seen is including a height, width, and length: a cube. In terms of MUDs, the difference between this and the cylinder representation is not extremely great. Generally the most important checks on size involve fitting objects through openings such a door or a chest’s lid. Since such an opening is two dimensional, the smallest dimension does not play into the calculation.



I haven’t seen an attempt to create any more complex representation of size and shape. Allowing an object to be one of various geometric shapes would be maddening for a builder, much less do any calculations with, and the advantages of this level of simulation are unclear.



I’d like to propose a different approach to shape and density. I assume this is not a truly novel idea, but in my experience I haven’t seen it done in a MUD. If you know of a MUD that does this I would be fascinated, so please leave a comment about it!



Lets assume (as I always do) that we want to minimize builder effort and have extremely consistent objects in our game. We will have size and weight, as they are both useful pieces of data, and we are going to use width and height for size, as this is a sufficient representation of shape for our purposes.



The implied field is density. Say we have an object that is 12 inches high, 6 inches wide, and weighs 3 pounds. Approximating its shape as a cylinder, the object’s density is about .0088 pounds per cubic inch. Every object will have a density, based on the builder-supplied height, width, and weight.



An inconsistency has arisen, be it a subtle one. Lets say two builders create iron swords. They approximate the dimensions and weight as best they can, and each value seems appropriate. However, the density for each object is different due to the natural deviation you would expect in such an approximation. In reality, iron, as a substance, has a given density that does not vary so much.



We can remove this inconsistency and reduce builder effort at the same time. Assuming objects have a material type (most MUDs I’ve seen do) we can attach a density rating to each material type. A quick look on Google shows me that the actual density of iron is around 0.284 pounds per cubic inch, so lets use that.



Now, we can figure out everything we need to know simply by asking the builder the height, width, and material of an item. The weight can be determined automatically.



Lets say I create a sword of height 3 feet, width 1 inch, and material iron. A little math on the game’s part tells us that such an item should weigh eight pounds. This is about what a three foot sword weighs in real life!




36 * π * .5^2 * .284 = ~8




This approach sounds good to me, and I’d love to see it used in the future. I’ll leave an open question though: What MUD features might require a more complex representation of size, and how would it be done?

Posted by Raesanos | 0 comment(s)

February 10, 2008

It looks like MudDomain is growing.  Is it my imagination or are more cool people finding their way here? Tickles me pink, if one can imagine that :P

Now I think I shall go drink hot chocolate as it is horribly cold here.  Cool

Posted by Avaeryn | 5 comment(s)

February 09, 2008

I have found that mudding is an unusual business. I remember the glory days of muds and wonder where those days have gone.  The cookie-cutter, mud-in-a-box era has really hurt mudding in general, but I think there are still some pretty cool ones out there.  Highly modified, with admins and players who care.  I just wonder if a time has come where the glut of unmodified, unloved muds will soon start to disappear.  If this happens I hope a new era begins for mudding--one where community spirit is strong, new codebases are released, and we start to take back our own from graphical games and the thievery of some pay-to-play muds. 

I don't think all of those things will happen.  There has been quite a bit of bad blood between certain sects of the mud community.  I don't think that can be easily resolved.  The other things I am quite hopeful about.  It probably will take a bit before things start to change.  Hopefully we might see a new day for muds. More of our players, skilled coders, admins and builders will return.  At least I have the dream.  That will do for now.

Keywords: muds, new era

Posted by Avaeryn | 3 comment(s)

I am continually amazed at how rude and belligerent people are in this world, and for no good reason.  It never ceases to amaze me that professionals and administrators can behave in such an astounding way.  I can only say that I am shocked, but coming to expect this kind of crap more and more on a regular basis.  It comes as no surprise that this type of behavior only leads in a vicious circle like the "kick the dog, not the garbage can" thing after a frustrating day.  One person bitches at another, the second person gets pissed off, they bitch at someone else, and before long it's turned into the office without broadband on the Comcast commercial.  How the heck do we let ourselves get this way?

Any way! My "free" server has gone down.  So much for moocows and penguins!  I often think it is not meant for me to own or run a mud of my own. Now comes the real challenge--finding a good one to work on!

Keywords: bitchy people, muds

Posted by Avaeryn | 4 comment(s)

February 05, 2008

http://www.zalanthas.org/blogs/brideofson/archives/001412.html

Thinking up names is Serious Business.


Domino: I need help thinking up names for the Adevari settlement.



Domino: because corada sounds like a beer.



Adhira: She needs a non-beer related name.



Morgenes: ok, how about: gihness



Adhira: Mor-gihness?



Domino: Grylsch.



Morgenes: or: buhdlyt



Vanth: Pahbzt



Shalooonsh [M40097]: Grylsch...



Morgenes: yes please



Xygax: Lesgihness, Morbass, Blactan



Vanth: High Nakin.



Domino: Xyngling.



Adhira: Ohhh Xyngling!



Morgenes: emgeedee



Vanth: D'Osekis.



Xygax: Never order a black&tan in front of an Irishman, also, if you'll pardon the seeming non-sequitur.



Domino: You guys are hopeless.



Morgenes: ya, Hope died a long time ago



Adhira: Call it Hope!



Xygax: Hefvisen



Adhira: Then it can be like a soap opera town.



Domino: that's actually the best idea I've heard so far. but doesn't really fit their history.



Morgenes: actually looks like Hope didn't die, she just quit playing around 1999



Morgenes: *misses having Hope leave the world of Armageddon*



Tiernan: Hope has forsaken Armageddon



Vanth: make it a 2-word name, like Gol Krathu or Vrun Driath.



Adhira: Haha. That's great.



Adhira: I like the 2-word name idea.



Morgenes: how do you know if you're old staff?



Domino: Now I just need to make a character named Hope.



Xygax: Wow, Hope was a (class edited out)



Morgenes: you remember Hope leaving Armageddon



Shalooonsh [M40097]: Grylsch-Schlaggah



Adhira: Mor Gihness



Xygax: In the (clan edited out)



Xygax: Which explains a lot.



Domino: "Hope has entered the world of Zalanthas in the Gladiator and Gaj tavern."



Morgenes: Moor Gihness



Domino: Hah, that's neat.



Xygax: Hope is a (edited out) woman.



Adhira: She sounds spooky.



Domino: Totally.



Xygax: I wish my dumb cstat code didn't smash keywords.... I should fix that.



Morgenes: apparently Hal didn't think much of her roleplaying



Xygax: I just typed "purge hope", and the game said "Ok."



Domino: Looon, you're my only hope. I need two-word names.



Morgenes: Ok



Domino: *grin*



Xygax: And then I typed it again, and the game said, "I don't know anyone or anything by that name."



Adhira: Hope was Crazy.



Shalooonsh [M40097]: Serious about the Grylsch-Schlaggah... or Omi-Yullara



Domino: Hope was wild.



Morgenes: Beh Eer



Xygax: Yager.



Shalooonsh [M40097]: Gol-Thryzdu



Domino: siiiigh.



Shalooonsh [M40097]: (if the thryzyn have anything to do with it)



Adhira: Vrun Hope.



Adhira: It's an elven settlement,



Adhira: Maybe your delves!



Adhira: Vrun Elan.



Vanth: Dar Hopa



Shalooonsh [M40097]: DOH... Adevari, right! Ha!



Morgenes: Darth Chad



Shalooonsh [M40097]: okay, let me grind something out, gimme a minute, in scene here



Adhira: Or just Elan.



Adhira: That's classy - it has Elan.



Vanth: Hopa Vari.



Shalooonsh [M40097]: Abi'situn could work (Dusk of the Land)



Domino: We're probably going to do away or mostly away with the (edited out), though.



Vanth: Elan Vari.



Xygax: Beerbelly



Domino: I want something that sorta translates into "we're tough motherfuckers, and we've survived the worst, and this place is our rock to cling to."



Domino: So, uh, fit that into two words.



Morgenes: kehgger



Domino: Perfect.



Adhira: Jager Meister



Vanth: Deh Waryurz.



Morgenes: Kanking Heroes



Domino: I'm seriously tempted to blog all this for the players.



Morgenes: Serenity



Vanth: Deh Ayteem.



Vanth: you should.



Morgenes: Mehk Guyer



Tiernan: The Chad is Rad



Domino: Someone duct tape Morgenes.



Shalooonsh [M40097]: Jee eye Joh



Vanth: Bee Esgee



Domino: Dude.



Tiernan: Koh Brawr



Domino: And then I can have an NPC named Jinx.



Morgenes: Bee Esgee Ray Zoor



Morgenes: oh, I know, call it Chuck



Domino: Elan sounds like a possibility.



Morgenes: oooh, or Bob



Morgenes: Planet Bob



Vanth: Bayoh Bob.



Tiernan: What are we making up names for again?



Morgenes: Degobah



Vanth: the Adevari settlement.



Tiernan: Like NPC names or what?



Domino: It's in the northwest tablelands.



Domino: nah, the settlement itself.



Domino: The original name sounds like a beer.



Vanth: the settlement name itself, it was Coruna, then Corada, but they both sound too much like Corona.



Domino: Corona. I mean, Corada.



Morgenes: Coruscant



Tiernan: Whatever you do, avoid apostrophes



Morgenes: Adevaria



Tiernan: Nothing worse that trying to talke about M'Rhgf'hgashs'hgashd'-smith



Vanth: that sounds like an Iron Realms game.



Domino: Planned to avoid em, yeah. Thinking of going with a two-word name though.



Tiernan: Helm's Deep



Tiernan: Oh wait, LotR



Domino: Everyone will shorten it to one name anyway.



Vanth: Ade Lehmon.



Morgenes: use a name generator, there's plenty out htere



Domino: Are there any "allundean" words that translate to "refuge"



Shalooonsh [M40097]: yes



Domino: yeah, and they all suck, but it's a possibility



Vanth: there's an allundean lexicon?



The inordinately young-spirited Shalooonsh [M40097] sends:

"I'll fire you a list of good ones in a moment here"



Tiernan: Milliways



Domino: awesome



Shalooonsh [M40097]: not a whole lexicon, but I believe refuge/safety are covered in the Sun Runner docs, if not I'll configure something



Morgenes: http://nine.frenchboys.net/country.php



Domino: whoa, morgenes rocks.



Domino: Definitely staying away from 'B' names



Morgenes: Utul Marsunas



Morgenes: Iteos Ursor



Tiernan: Nydia



Relleu: that was a weird point in the conversation for me to log in... nine frenchboys.net... definitely staying away from B names!



Tiernan: I googled "latin refuge" and got this hit:



Tiernan: Nydia : NIH-de-yuh : latin "refuge"



Domino: Neat.



Adhira: Wai Tangi



Tiernan: The Chronicles of Nydia



Domino: Good point



Domino: But that would be kinda fun, roll up a scribe



Relleu: I knew a Nidia in school, and I had a Nithia as a student



Domino: Write 'the chronicles of Nydia' and stick it in a library.



Vanth: Ombaal is the (info edited out).



Domino: That's a neat one.



Vanth: and Sejah is (edited out).



Vanth: alternate spelling of Ombaal in same docs is Oombaal



Shalooonsh: in game it's typically Oombaal



Domino: Actually, access to the d-elf tribal documents would be a huge help in writing the Adevari docs, because I want to pull in flavor from all of them, as well as from some of the human tribes, to make up one comprehensive whole.



Domino: A huge mish-mash of previous arm culture, shaken and stirred.

Posted by Raesanos | 0 comment(s)

January 31, 2008

http://feeds.feedburner.com/~r/mudreading/~3/226277456/more-than-mu

I ended up reading this fine blog due to a link from a commenter on this site, and from there started exploring various other types of “Interactive Fiction” (IF), that being a general term for the type of games that includes MUDs.



Its interesting just how isolated the MUD community is. Really, I have had almost no experience with the other types of IF.



For example, I didn’t even know what a roguelike is until I started playing Legerdemain, which was a fantasticly novel experience for me. To a MUDder, this is a graphical, single-player MUD. Graphical only in that there is a colorful ascii representation of your world, and MUD-like only in the similiar set of text-based commands. The biggest draw was the way exploration works, and I only stopped playing when the difficulty started wearing me down. I doubt this will be my last run-in with roguelikes.



Of course, the type of IF that everyone is familiar with is games like Zork (basically a single-player, turn-based MUD), which I did enjoy greatly at some time long past. What’s interesting is that there is still a community for this and new games that are released. And I, someone who has dedicated years of my free time to games that are effectively the same thing, have played none of them.



Assuming I’m not simply daft and that the separation of these communities extends beyond my own personal ignorance, my first response to it is that this is a problem. I want to see communities for lovers of all forms of interactive fiction. If there are any, I want to see what they’re like and why I haven’t heard of them. If there are not, I want to take a shot at creating one.



Getting my feet wet in the roguelike world seems like a good start. I’m thinking about writing my experience on this site, but I don’t have a good feel for if my readers would be interested in hearing about it, since its not MUD-related. But I do think you should be interested! Are you?

Posted by Raesanos | 1 comment(s)

January 28, 2008

http://www.zalanthas.org/blogs/brideofson/archives/001411.html

Based on the feedback from everyone we've made some changes to Tyleki, from how it was when we first announced it.



We've gotten rid of the mindbenders, they're simply outlawed from Tyleki and discovery of one will either result in its death (if the person dealing with it is confident their militia can take it down and that the person actually is a mindbender) or exile (if they're uncertain they can take it on or if they're uncertain it truly is a mindbender). They aren't trusted or accepted by normal people in Tyleki, although a good way to get rid of a competitor, if you can afford it, is to bribe a ruling family member and then accuse the person of being a mindbender.



However with mindbenders gone, we were left with trying to work out a way for the Tyleki ruling families to keep magickers under control. We had considered uniting the three militias into one force, as they'd be more effective that way, however the three separate militias seemed fairly popular. Instead we decided to have a special herb used in a tea that when drunk, limits the ability of a magicker to use their magick (doesn't negate it completely, but does make it more difficult). This herb will be foragable from where it grows, but specific details have yet to be worked out. The tea also has the side-effect of being extremely addictive and also causes changes in the person's physical appearance (which changes are yet to be determined) so that magickers have a harder time hiding.



Also there won't be widespread acceptance of magickers. Instead it will be up to players to decide their opinions on magickers, although most Tylekans would probably consider them to be dangerous to a degree with non-drugged magickers extremely dangerous.



This will help lower the tensions between the ruling families and ordinary citizens a bit as they won't appear to have super weapons pointed at each other.



Unrelated to the above, people were confused with this paragraph:

While only the Council can make laws, they cannot enforce the law and are instead reliant on the founding family guards to do this. In earlier times, the Council had more control over Tyleki. With the recent tension between the ruling families and the townspeople, the families have taken back much of the control from the actual Council.

In a ruling family there are two ways to gain power: become the family's leader or become the family's council representative. The power the Council representatives have within their family differs from family to family, but at their most powerful they have greater control then the family's leader.



The reason for this dual-power is because of a law was passed early in Tyleki history by the Council, that forbids the family leader from also being the Council's representative. This is fertile ground for tension between the leader and representative of a family. Sometimes the two have a power struggle for many years, other times one has dominated the other. In some family's this is more likely then in other family's, because of how the council represntative is chosen within a particular family.



A lot of other questions, comments and concerns were raised on Tyleki, however I'm not sure if this addresses them or not, so please ask again any questions you still have.



Oh and Ovirne from a previous post is a war hero ;)

Posted by Raesanos | 0 comment(s)

January 25, 2008

http://www.zalanthas.org/blogs/brideofson/archives/001410.html

Just wanted to show you guys some examples of ideas we've kicked around but are ultimately not going to be in the game and why.



1) Approach: When we were working out how rooms would work in 2.0, we considered having to approach people and things in order to interact with them. We decided that adding even more roundtime/lag would have more 'ick factor' than 'wow factor'.

2) Pirate Class: Blasted landlubbers made this idea walk the plank.

3) Wood mage: Djarjak has the idea of "A new mage type that manipulates plants and wood in the way that others manipulate stone or water. (the lost element) " but at this point we're focusing primarily on the elements found in 1.0.

4) The Quicksand Sea: This was to be the basis for the pirate class (Arr!). Shalooonsh and I were going to place it smack dab in the middle of the world so you had to cross it to get anywhere *evil grin*. Perhaps we made a tactical error in calling it "The Sucking Sea"

5) Messenger System: aka the Pony Express, NPCs and PCs would take jobs delivering messages between cities. The presence of psionics and the departure of its proposer, Ashyom, left this idea in the dust.

6) The Gelid Chasm: Eniriah proposed an arctic area composed only of rock and ice. While it was very creative, the consensus was it wasn't quite right for Zalanthas.

7) Broken Mountain: Naiona proposed an underground cavern area with a race of mutants descended from interbreeding of humans and elves. This proposal suffered from endless "Brokeback Mountain" jokes. Another 'cavern' settlement, Kalamoor, was approved instead.

8) Marsh Dwarves: Tlaloc proposed a new race based on the bald DS dwarf, but without a focus.

9) No Middle Class: Naiona proposed a system where almost everyone would be dirt poor with no chance of advancement, and "wealth in tiny amounts - with the average PC [having] little chance of ever achieving it". This was eventually scrapped in favor of a player-driven economy.

10) Magick city: There were a couple of different proposals for cities that were not only accepting of magick, but entirely populated and ruled by magickers. At this time, nothing like this is planned for implementation.

Posted by Raesanos | 0 comment(s)

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