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Old 01-09-2004, 09:36 PM   #41
Kylotan
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That's true, but game design means something very distinct from software design in the game industry. The best way of putting it is that they design the game, rather than the program.
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Old 01-09-2004, 09:59 PM   #42
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Yeah, they have a Java client on their website. No idea what it offers though because I can't run it on my browser for some reason.

Ok. You're unlikely to get anything that can fool a player into thinking a mob is another player. But you can certainly make them seem more intelligent. For example, simple pathfinding is one important step (no pun intended) along the way; mobs that actually go places and guards that patrol a given route seem more realistic than those who wander erratically or stand perfectly still forever. Couple that with time-triggered progs and you can have mobs that go to their shop in the morning, go to the tavern in the evening, and go home at night. Or mobs that take a bribe and agree to meet you at midnight in the Square to give you further details on a mission. For a good coder, the pathfinding shouldn't take more than a day or two to implement in C or C++, maybe a few hours in Python or Ruby. But the gameplay rewards can be immense.

Another small touch that might work wonders is a basic reputation system. Kill an elf, and elves will stop trading with you, and kill several, and maybe they'll start being aggressive on sight. And maybe losing favour with elves involves gaining it to a lesser degree with goblins. Again, a very simple mechanic, but so many possibilities.
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Old 01-11-2004, 01:59 PM   #43
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Their java client is simply a telnet interface, as most java clients for MUDs seem to be.
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