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#1 |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quite an amusing read from Bartle in the Escapist on a failed sex-oriented text MUD he worked on:
http://www.escapistmagazine.com/issue/43/3 --matt |
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#2 |
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Senior Member
Join Date: Aug 2002
Posts: 252
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Damn, a lot of that code sounds fairly good actually. I wouldn't mind having that in the mud I play.
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#3 |
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Interesting stuff - I touched on the same subject about a year ago on MudLab, as well. I've implemented code support for sex in the past, but only as a sideline activity - even then, it caused some interesting social changes to the mud. I can only imagine what would happen if it was a fully viable means of advancement.
Note to self: I think I might have to steal Bartle's "permissions system" idea. |
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#4 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Quote:
--matt |
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#5 | |
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Legend
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 1,019
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I'd love to learn more about exactly how his sytem worked that he described here:
Quote:
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#6 |
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Member
Join Date: Jan 2006
Posts: 213
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It would be easy enough to implement hidden tags in a description system that then allowed placement within them of sense-specific information.
Example: <SM>="Smell" <CB>="Color Blindness" The room is made of <CB>white</CB> stone with small <CB>red</CB> flecks in its grain. A <CB>green</CB> rug<SM>, smelling of old cheese,</SM> lies in the corner. Each of the sense flags would have to be created with appropriate code to support them. Bo Zimmerman's CoffeeMud already supports sense-seperation (Sight, sound and smell are supported. Taste and tactile could be with a little coding) in environmental messaging and allows for multiple title/descriptions using a <P> tag in large-grid area types. Guy is a genius. In that codebase it would be easy enough to transfer what he already has to other sensory information and allow changing of character-specific gathered text info. I also would love to know how Bartle handled this. Any chance someone could email him and ask him to post about it? |
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#7 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Quote:
Quote:
apCreature->PutSense( IThing::eSIGHT, "{name} gives {his/her} {weapon} a hard tug as it coils around {opponent}'s {opponent.legs}.\n\r" ); It's a pretty effective approach IMO - much less hassle than putting together strings each time, and much more readable than the $N/$n/$S/etc tags used by Diku. |
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#8 | |
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Senior Member
Join Date: Aug 2002
Posts: 252
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At most I'd have an "allow" system. Someone goes to do something, I "allow" them. |
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#9 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,952
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Quote:
Quote:
I could see the acceptance working for something like a handshake (you offer them your hand, which they can then choose to accept), as it requires an active response from the target. But something like a hug, kiss, or a pat on the back should automatically succeed unless the target responds defensively. And in those cases you really need to define your desired response in advance. |
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#10 |
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Member
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I'll toot my own horn and say I've got an article in there as well about the evolution of the Armageddon policy on cybersex.
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#11 | |
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Member
Join Date: Apr 2003
Posts: 202
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