Earlier quoted context omitted.
Since you run the place, I'll state here that it would be nice if I could look at your web site and decide if I'm interested before being hit with a pop-up window asking me to sign up for a newsletter. How do I know if I want your newsletter, if I haven't figured out what your product is? Window closed. Sale lost.
What sale? If a newsletter popup prevents you from actually looking at the site, you really need that time machine back to 1995.
Multi-User Dungeons (MUDs): What Are They? and How to Play
101–110 of 135 posts
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#102Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#103Anyone here play BatMUD?
-Runeaxe Tuneaxe
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#104Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#105Earlier quoted context omitted.
i didn't realize that MudOS didn't have runtime compilation. i thought all LPmuds had that. it was the feature that i miss the most from newer programming languages, and it's a reason why i still prefer pike (which is based on LPC) and old languages like smalltalk and lisp which also offer that.
You can recompile an object in MudOS, but only new clones of that object get the recompiled code.
i agree, that's a good feature to have. smalltalk does it, and i think lisp too.
open-steam, a development platform written in pike solved that problem by implementing proxy objects which would point to the actually compiled object which can be replaced by pointing to a new version.
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#106Earlier quoted context omitted.
Since you run the place, I'll state here that it would be nice if I could look at your web site and decide if I'm interested before being hit with a pop-up window asking me to sign up for a newsletter. How do I know if I want your newsletter, if I haven't figured out what your product is? Window closed. Sale lost.
This site is by no means unique in this practice.
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#107Earlier quoted context omitted.
i am interested in creating an audio-only MUD. (like what an audio-book is to books). keep the text, but get a narrator with a dramatic voice. add sound effects, different NPC voices, voice input.
There are a few audio games like this on Amazon’s Alexa platform. When I was looking at it a couple of years ago, there was a level a framework for building them with such narration. I don’t know how you’d work in the multi user angle though.
you have voice input that gets parsed and interpreted (and also shared with other players, like any voice chat) and you have audio output, that can be called up like any text messages in a MUD: play this narration. play this sound, etc...
code wise i'd call narration and speech like language translation: say("hello traveller") would call up the audio file that contains "hello traveller". then have the audio team go through all text bits like a translation team does.
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#108Earlier quoted context omitted.
Wait, so people not only still play, but also actually pay for MUDs? OTOH, I managed to find the price list and seems to be quite heavily pay to win...
(context: I played Achaea without access to a source of cash) Back when I played, you could buy "artefacts" with real money, but they were less "pay to win" and more "pay for convenience". They were definitely far more than mere cosmetic items, but it was more than possible to play without ever buying one. Though I was always, always jealous when I saw somebody using wings. Those things took you to a kind of cloud te…
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#109Anyone here played Ancient Anguish?
I say a fantastic experience because I played lots of people from around the world, some of whom I eventually visited in their home countries. I also improved as a developer. It was a great thrill one day to meet a friend-of-friend who loved some of the code I'd written.
I say waste of time because I spent endless hours in my early 20s glued to a telnet session. In retrospect I would have been better taking up a pass time that let me meet people in person. I've been better at avoiding addictive games since.