Pokemon MUSH up for grabs to a competent admin

Submitted by Vchat20 on Wed, 2009-09-09 04:19

After a hearty and well played attempt to work with this infamous theme of a canon Pokemon universe, which seems to have went through many iterations over the years by different people, I am willing to hand over the reigns of this recent attempt to a competent mush/mud/mux administrator.

[Pokemon Adventures MUSH] is a canon universe Pokemon MUSH built to be focused on roleplay. No combat system currently coded or involved with the current codebase.


Corpolitick 2.0 - new game starting at M*U*S*H

Submitted by javelin on Sun, 2009-07-12 16:42

Corpolitick 2.0 - The Game of Organizational Dominance(TM)(R)(C)

In the not-too-distant future, power is forged, wielded, shattered, reforged, sharpened, wielded again, broken again, and hung on the wall as a Relic of Mystery by Organizations, ranging from tiny partnerships to mammoth multicontinent corporations, from strange clans to stranger nonprofit NGOs, from Amalgamated Marketing Marketing ("We only sell salesmen who sell salesmen") to PhytoCarn Products ("Animal-based health food for plants") to Geeks'R'Us to Walt-You-Will-Have-Fun-Corporate-World.

Tinytalk Episode 024: Bits and Bobs

Submitted by javelin on Sat, 2009-07-04 11:58

Click here to download this episode:
Click here to subscribe to the podcast:
Tinytalk is a podcast about MUSHes and other text-based virtual worlds, and the players who play them. In this episode:

  • [00:39] Game Design Concepts, a free online course
  • [02:35] Connecting with the media fanbase
  • [04:10] Why MUSH is a good platform for RPG

Rock, Paper, Scissors cheating competition

Submitted by walker on Tue, 2009-03-17 16:34

Anybody interested in a competition?

"IC"-ly, this is a competition to create an object that wins more often at Rock-Paper-Scissors than the other objects.

Realistically: This is all about how well you can cheat, in different ways.

There will be different categories, each with different structure (to allow/prevent different kinds of cheating). The basic setup is this:

Tinytalk Episode 023: Books on Games

Submitted by javelin on Wed, 2009-01-28 10:33

Click here to download this episode:
Click here to subscribe to the podcast:
Tinytalk is a podcast about MUSHes and other text-based virtual worlds, and the players who play them. In this episode:

  • [00:35] Mal@Serenity calls in about Tinytalk 022
  • [01:46] Review of Things we think about games
  • [05:33] Review of Play unsafe

MUSHes and Graphics

Submitted by Noltar on Sat, 2009-01-24 23:58

This is not a post about bringing graphics to MUSHes in the way of 3D virtual worlds or MMOs... but rather how graphics are used to supplement MUSH resources, in particular on webpages.

Obviously text is the primary mode of communication on MU*... it allows our imaginations to run wild and create an individual representation of what we've read. In a very real sense each player has a completely different world in their mind while experiencing the same MUSH. However, humans are very visual creatures and we love visual representations of the things in our imaginations. I would say the vast majority of us have at least attempted to capture the images in our heads on paper. Unfortunately, artistic ability is not always something that comes naturally to many of us.

So... I am curious, how many of those who frequent c.p.o have found themselves wishing they had a resource for acquiring good looking graphical resources for their game or character websites? (read on)

Code tip: Data Factory

Submitted by Amberyl on Wed, 2009-01-14 06:57

Data handling is one of the most awkward things in MUSH. You want your data to be compact, so you want to try to avoid splattering it across a zillion individual attributes. But you also need your data model to be flexible, so that you can add fields to your data structure over time. If you shove the entirety of a data structure into a list, you can often end up with code that's hard to write and debug, because you're constantly trying to find and edit elements embedded within that list.

My belief is that one of the reasons that people find MUSHcode extremely time-consuming to write, as well as hard to maintain, is that their data models, and the way they handle, store, and manipulate data simply isn't very good. Moreover, it is incredibly easy to write obfuscated MUSHcode.

My solution to this is a layer of what I call Data Factory code. What follows is an explanation plus the code for it.