About SWR

Posted by Uru on Wed 01 Mar 2006 12:00 AM — 20 posts, 73,081 views.

Canada #0
Is the SWR "obviously" Star Wars or is it easily configurable to resemble a "shoot-em-up" style game? I haven't looked at it yet but thought I'd ask.
USA #1
I think that SWR is about as "obviously" Star Wars as SMAUG is "obviously" AD&D (in its roots, at least). That is, if you fix the areas and change a few keywords, class names, etc. you should be fine.
Canada #2
Are there any generic MUD codes out there that are shoot-em-up? I've been pondering what a MUD would be like when done in this fashhion.
I'm wondering how someone would target another in an adjoining room.
USA #3
It depends on what you mean by shoot-em-up. There are lots of discussions on this forum for MUDs that have positional information. Try searching for grid, positional, coordinate. You'll find lots of information.

The summary is that it's very hard to represent positional information in a MUD. Since you only have characters to work with, and not all clients implement cursor movement (because of all the problems and weirdnesses it can create) you have the issue of presenting a great deal of information in very little space.
USA #4
Its pretty easy to rip the Star Wars out of SWR.
Canada #5
Yes, I read Nicks posts on what it takes to build a MUD, etc. I guess what I mean is firing a missile weapon into another room. I had it work once before with a version of SMAUG (before FUSS). I was able to fire an arrow into another room and injure a MOB.
You say it's easy to strip Star Wars from SWR? Are there examples?
USA #6
Doesn't SMAUG's normal ranged weapon code let you shoot projectiles into another room? Isn't that the whole idea after all? I think also that it already lets you specify a target, too.

I don't know if there are examples of removing Star Wars from SWR, but basically it would be a text search through all strings in the code/areas/skills/etc. that refer to something you don't want to refer to, e.g. "The Force", "Jedi", "Star Destroyer", ......
Canada #7
Ah, so a bit of searching is involved. This should be fun. Ok, I remember seeing Nick's examples on using vi for SMAUG, I'll use that.
USA #8
Quote:
Doesn't SMAUG's normal ranged weapon code let you shoot projectiles into another room? Isn't that the whole idea after all? I think also that it already lets you specify a target, too.

Yes. It should be in do_fire, or any calls that function has.
USA #9
I'm not sure what you mean by "are there examples". Any time you find a reference just remove it or change it. There are a lot of help files that will need revision because of this, as well as most skills and many game mechanics. However, it is quite do-able and has been done by many people in the past.
#10
I have a code base I coded to give you a good idea how a smaug "shoot'em up" style game plays. I could show you a little if you wanted just give me your AIM.
Canada #11
RE: specter
I could use some examples yes. How would I go about getting/viewing them?
My aim would be in the style of Doom/Quake/Unreal, etc. et. al.
style games. I know it sounds unrealistic, what with needing coordinants, but I have some ideas wherein a coder could somehow define how much "cover" each player has available in each Room. You would have your descriptions, ie., "there are a few crates here to use for cover", and then assign how much cover players get to help avoid being shot/damaged. MOB's would use a combination of "Intelligence", agressiveness, and comabt style to determine how hard they are to kill/hit.
Do I make any sense?
PS: Not just a shoot em up, I'd have other elements to the game as well.
[update] by my AIM, you mean something else, I assume?
Thanks.
Amended on Sun 05 Mar 2006 10:37 PM by Uru
#12
Heh I ment your AOL Instant Messagner screen name, but everything you described I allready have installed in a code base. Susprisingly it plays well...I incorporated...alot I dont think I'v seen anything like it. Like I said just shoot me your AIM name, and It'll give you some ideas.
USA #13
Why not share the code here, so that everybody in the community can benefit from it?
#14
Heh, I do plan on releasing the codebase, and snippets. Thou the game is currently having areas being built, I figure I would release it once the game has a good start..crazy shit to release a codebase before you have enough areas to play well.
Canada #15
hehe, I knew it. I haven't used AIM in so long I forgot what you meant.
I only use Yahoo messenger. Keeps my stuff at a minimum.
user: darcyfolland
I should be home by 11:30 my time (about 5 1/2 hours).
I just recently switched OS's so I'll be having a few tumors and cardiac arrests over the next few weeks.
It's Linux based so it's got lots of tools and crap.
Look forward to seeing your code.
Thanks.
PS: I should ask will Linux have all the tools for compiling? It seems to have a lot of them. It's the latest release of Ubuntu. It installed great other than having to edit the xorg (or whatever it's called) to manually define my monitor.
Amended on Mon 06 Mar 2006 08:55 AM by Uru
USA #16
Almost any Linux distribution almost certainly has everything you need for compiling a MUD code base. And if it doesn't, it should be very easy to install.
#17
Sorry Uru only use AIM.
Canada #18
Jeez. Now what? Could you at least tell me what code you started with?
Is there anybody out there?
#19
I started out with stock smaug 1.4a, if we could get in contact some way I could show you a bit, give you some ideas, etc.

If you ever DL aim let me know.