Re: TriadCity via MUD clients

2021-02-22 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hey @JasonBlaze, the Android clients for TriadCity and also our other games, Midgaard and Dungeon, are live in the Google Play Store. Big caveat emptor though: there's been absolutely zero accessibility testing (yet), so I can't vouch for the experience for VI users. If you check it out, send me a PM, let me know how it goes! Cheers!

URL: https://forum.audiogames.net/post/617476/#p617476




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Re: TriadCity via MUD clients

2021-02-14 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi.I don't think I've tried the mud yet. If I have, then it's very long time since I've tried it.How would a mud client work with VOiceover on an iPhone? I think the text appears too fast to be useful on an iPhone for most muds, but maybe this mud is a slower mud. Also, how would you notice more text appears when writing on the build in keyboard on the touch screen?

URL: https://forum.audiogames.net/post/615718/#p615718




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Re: TriadCity via MUD clients

2021-02-14 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: TriadCity via MUD clients

cool! will look forward

URL: https://forum.audiogames.net/post/615554/#p615554




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Re: TriadCity via MUD clients

2021-02-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi, yes re Android. In the coming week, I think. I'll post a note here when it's ready. Thanks for your interest!

URL: https://forum.audiogames.net/post/615546/#p615546




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Re: TriadCity via MUD clients

2021-02-14 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: TriadCity via MUD clients

will there be an android client as well?

URL: https://forum.audiogames.net/post/615460/#p615460




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Re: TriadCity via MUD clients

2021-02-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi all:Our forthcoming iOS client for TriadCity is now in late beta. If you're interested in helping test VoiceOver we'll be very grateful for your input. Drop me a PM here and I'll add you to the beta program. So far the feedback is enthusiastic! We look forward to yours!

URL: https://forum.audiogames.net/post/615444/#p615444




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Re: TriadCity via MUD clients

2020-06-04 Thread AudioGames . net Forum — New releases room : dotsonapage via Audiogames-reflector


  


Re: TriadCity via MUD clients

Just bumping this thread. I’ve been playing and really enjoying Triad City for several weeks now. It’s a great escape, and a perfect way to pass all this time at home. Working my way up to Level 10 now. Come check it out if you haven’t already.

URL: https://forum.audiogames.net/post/537357/#p537357




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Re: TriadCity via MUD clients

2020-04-25 Thread AudioGames . net Forum — New releases room : Serpent via Audiogames-reflector


  


Re: TriadCity via MUD clients

@TriadCity  please check your private messages

URL: https://forum.audiogames.net/post/522579/#p522579




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Re: TriadCity via MUD clients

2020-04-25 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi all, hope you're staying safe!Over the summer we're going to prototype the new world we've brainstormed in this thread where sense of sight has never existed. It'll be small scale, with intention to grow in the fall if the prototype is successful. This'll be a world radically unlike anything we've ever heard of. For example there'll be no concept of moral alignment; instead the values that matter will be trust, glory, and shame - social values determined by relationship to the broader community. There may be a new sense we'll invent - we've talked about an ability to perceive and identify heat signatures with great accuracy - implying that cold things would be more difficult to differentiate, perhaps even becoming a source of fear or at least unease. Undecided, talking. I'll be working on it, along with a dedicated product manager, a squad of interns, and several volunteers. The new world may or may not include portals to and from TriadCity - not yet decided. Fortunately there's not that much new code required, as the TriadCity server platform is already incredibly detailed and quite easy to extend. Bulk of the work will go into writing the world's content.This is an invite to participate. If you're interested, there's room not only for input and advice, but possibly also for writing, if writing is your thing. Unpaid 'cos we're dead broke, but, lots of sought-after spiffage usable in the new world and in TriadCity. If you're a university student we're happy to work with you and your school to structure internships. If you'd like to be involved, PM me and we'll take it from there.Thanks! Stay safe!--Mark

URL: https://forum.audiogames.net/post/522575/#p522575




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Re: TriadCity via MUD clients

2020-03-26 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: TriadCity via MUD clients

Thanks for adding the extra commands. It's actually because I realise Triad city is so different to the traditional mud that I'm trying to take time getting involved with the game before writing up a database entry, so that I can give potential players a better overview of what the game experience is actually like, quite aside from being interested myself.IN terms of help, actually since most mud clients have an interrupt feature, just having appropriate sections of the player's guide readable with a single command in the mud would be fine screen reader wise, indeed several muds implement players guides as books or other items and players just type "read page 1" or the like to have a different section printed to the screen, but I do realise that this would take a bit of extra chopping and changing, and manifestly would be a bit redundant for people using the browser client.

URL: https://forum.audiogames.net/post/512472/#p512472




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Re: TriadCity via MUD clients

2020-03-26 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hiya, thanks for the suggestions, and here's some additional info:Chat history: done. It's online now. Each chat command now has an -h flag to replay the most recent 10 messages on that channel, not counting your own.Reply command: done. Online now.If you could, in future it's helpful for the TriadCity community to post great suggestions like these to the Suggestions bulletin board on the SmartMonsters web site. That way everyone interested can reply with ideas for refinements, or point out problems we might not think of.XP notices: we sortof thought it was annoying. But we could implement it with an on/off flag, so players have their choice. (This is an example of the kind of brainstorming that would ordinarily go in the forum.)Re the Players' Guide in-game. It is - but not for MUD clients. Keep in mind, the TriadCity server, GUI client, and Web site were all designed to work together as a whole. For GUI users, when you ask the Help robot a question and it points you to additional info, it pops up a new browser window with the info right there. Adapting this for MUD clients has been problematic. The web pages are all HTML5, but there's enough nuance between them that simply having Help scrape them and display them as raw text turned out to be full of subtle glitches. This is the same problem we found when we tried to auto-translate the thousands of in-game signs like the ones in the vineyard, for example. We ended-up writing MUD versions of all of those signs, a significant project. We might end-up having to do the same for Players Guide content, the FAQ, MOTDs, and so on. But we'd like to find another way. So we need to brainstorm the best approach.Lastly re Roles and Skills. You're experiencing the same growth of familiarity with TriadCity that everybody goes through with their first character. Many people decide to create new characters after a while, because, once familiar with the game world, the mechanics, and the complex interplay between options, they realize they could proceed in a more optimized way given what they now want to do. I encourage you to think of your first character as pure apprentice, without worrying too much about how it'll grow up. More generally, it might be helpful to suspend judgement at first about whether TriadCity is a MUD in the traditional sense, or something different. (Spoiler: it can be a MUD if you want it to. But it frequently deliberately subverts MUD conventions while trying to push the medium in new directions.)Thanks again for the suggestions!

URL: https://forum.audiogames.net/post/512348/#p512348




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Re: TriadCity via MUD clients

2020-03-26 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hiya, thanks for the suggestions, and here's some additional info:Chat history: done. It's online now. Each chat command now has an -h flag to replay the most recent 10 messages on that channel, not counting your own.Reply command: done. Online now.If you could, in future it's helpful for the TriadCity community to post great suggestions like these to the Suggestions bulletin board on the SmartMonsters web site. That way everyone interested can reply with ideas for refinements, or point out problems we might not think of.XP notices: we sortof thought it was annoying. But we could implement it with an on/off flag, so players have their choice. (This is an example of the kind of brainstorming that would ordinarily go in the forum.)Re the Players' Guide in-game. It is - but not for MUD clients. Keep in mind, the TriadCity server, GUI client, and Web site were all designed to work together as a whole. For GUI users, when you ask the Help robot a question and it points you to additional info, it pops up a new browser window with the info right there. Adapting this for MUD clients has been problematic. The web pages are all HTML5, but there's enough nuance between them that simply having Help scrape them and display them as raw text turned out to be full of subtle glitches. This is the same problem we found when we tried to auto-translate the thousands of in-game signs like the ones in the vineyard, for example. We ended-up writing MUD versions of all of those signs, a significant project. We might end-up having to do the same for Players Guide content, the FAQ, MOTDs, and so on. But we'd like to find another way. So we need to brainstorm the best approach.Lastly re Roles and Skills. You're experiencing the same growth of familiarity with TriadCity that everybody goes through with their first character. Many people decide to create new characters after a while, because, once familiar with the game world, the mechanics, and the complex interplay between options, they realize they could proceed in a more optimized way given what they now want to do. I encourage you to think of your first character as pure apprentice; and also to keep in mind that the first ten levels are all about learning the geography and the ABCs. It starts to get more rich after level 10. More generally, it might be helpful to suspend judgement at first about whether TriadCity is a MUD in the traditional sense, or something different. (Spoiler: it can be a MUD if you want it to. But it frequently deliberately subverts MUD conventions while trying to push the medium in new directions.)Thanks again for the suggestions!

URL: https://forum.audiogames.net/post/512348/#p512348




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Re: TriadCity via MUD clients

2020-03-25 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hiya, thanks for the suggestions, and here's some additional info:Chat history: done. It's online now. Each chat command now has an -h flag to replay the most recent 10 messages on that channel, not counting your own.Reply command: done. Online now.If you could, in future it's helpful for the TriadCity community to post great suggestions like these to the Suggestions bulletin board on the SmartMonsters web site. That way everyone interested can reply with ideas for refinements, or point out problems we might not think of.XP notices: we sortof thought it was annoying. But we could implement it with an on/off flag, so players have their choice. (This is an example of the kind of brainstorming that would ordinarily go in the forum.)Re the Players' Guide in-game. It is - but not for MUD clients. Keep in mind, the TriadCity server, GUI client, and Web site were all designed to work together as a whole. For GUI users, when you ask the Help robot a question and it points you to additional info, it pops up a new browser window with the info right there. Adapting this for MUD clients has been problematic. We could have Help read the extra info, but, what if it's long, and you don't want to hear it all? Now you're stuck with it. Stuff like that. So we need to brainstorm the best way to do this.Lastly re Roles and Skills. You're experiencing the same growth of familiarity with TriadCity that everybody goes through with their first character. Many people decide to create new characters after a while, because, once familiar with the game world, the mechanics, and the complex interplay between options, they realize they could proceed in a more optimized way given what they now want to do. I encourage you to think of your first character as pure apprentice; and also to keep in mind that the first ten levels are all about learning the geography and the ABCs. It starts to get more rich after level 10. More generally, it might be helpful to suspend judgement at first about whether TriadCity is a MUD in the traditional sense, or something different. (Spoiler: it can be a MUD if you want it to. But it frequently deliberately subverts MUD conventions while trying to push the medium in new directions.)Thanks again for the suggestions!

URL: https://forum.audiogames.net/post/512348/#p512348




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Re: TriadCity via MUD clients

2020-03-25 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: TriadCity via MUD clients

Okay I've now got to level 4, had a chat with various helpful players and done a lot of wandering. I am liking the world so far in terms of writing and descriptions. At the moment I'm still not entirely sure on skills, since you need a teacher to teach you. I found one and learned the learn skill, but as to other skills, well we'll see. Likewise, I'd like to find out a bit more about roles before choosing, but when I wandered into the thief's guild, though there were several npcs, there was little info on actual thieving. Oddly enough, I'm less interested in combat in the game, since combat wise there are plenty of games to play, heck if I want to run around and slay things, Erion is proving fun for that right now .On the other hand, I am interested to see what other roles like the various medical specialisations, theives etc doo, but I am gathering that Triad city is a far more laid back experience so I'm content to wait and see (indeed a laid back experience is sort of what I want right now).Okay, a couple of brass tacks points about the mud interface, which is after all what this topic was supposed to be for . First, I am really wishing Triad city a chat history command like several other muds which would reprint the last 10 or so messages from a given chat channel. When wandering around, or heck just when waiting for my energy to regenerate, I am quite often missing chats or tells, and I don't want to be unintentionally rude. I gather that on the web interface the chats are in another window, but for a mud where the hole thing comes together, a history command might be nice. I also wish the "reply" command could be used to reply to the last tell you received, just to speed up always having to type the player's name. I also wonder if it might be possible to have notifications when you earn experience in text? I gather that these are in an xp bar in the web interface, but sometimes when playing the mud, I'm never sure when an action does or does not give me XP, and it might be nice to get notified, since at the moment if it weren't for the getting started page, I wouldn't realise what would give me XP. Of course, if this changes and I was say getting XP every minute or so, then maybe I might feel differently, still if XP notifications could be toggled that would be handy.Lastly, would there be any possibility of having the player's guide available in game somewhere? or heck, maybe getting the helper bot to read sections on request, since whilst I don't mind looking things up in the player's guide when I need to, it's a miner pest to have to change windows and navigate. Also, this might be a personal thing, but when I type the "help" command in a mud and get told "go look somewhere else" it always strikes me as a wee bit unfriendly.Again, this is just a personal preference thing, and of course, obviously I'm using the mud interface here, not the website.

URL: https://forum.audiogames.net/post/512254/#p512254




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Re: TriadCity via MUD clients

2020-03-17 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Dark wrote:Dungeon is an adaptation of the original 1977 edition of the infocom adventure Zork, the one which famously featured the Grue. So, it's a full on, hard as heck text adventure with puzzles that will make you want to tear your hair out .Spot on.And proving far more difficult to implement than imagined, as the many puzzles are one-offs and essentially arbitrary.SmartMonsters' co-founder Gary Smith was one of the small army of hackers who back in the day added features and fixed bugs in one of the original Dungeon/Zork branches. As we near completion of our emulation, we're tempted to produce a fully-updated version with a modern NLP parser and all the detail complexity we can add via the TriadCity platform. That would reduce its seeming arbitrariness while providing reasonable clues to the puzzles. It would keep the several irrational mazes though, which are part of its charm.FYI when Dungeon is complete we plan to next emulate the granddaddy text adventure game, "Colossal Cave Adventure", often abbreviated to "ADVENT" on systems of the day.ADVENT and Dungeon are the ancestors of every subsequent MUD. Even the term "MUD", or "Multi User Dungeon", highlights the lineage, as the first MUD (Trubshaw and Bartle's "MUD 1") was intended to widen the adventure experience by making it multi-user instead of single-user. When this is all complete, the "universe" we're building will allow players to experience the history of this particular text-based tradition, from ADVENT to Dungeon to Midgaard to TriadCity.

URL: https://forum.audiogames.net/post/509572/#p509572




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Re: TriadCity via MUD clients

2020-03-17 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: TriadCity via MUD clients

Dungeon is an adaptation of the original 1977 edition of the infocom adventure Zork, the one which famously featured the Grue. So, it's a full on, hard as heck text adventure with puzzles that will make you want to tear your hair out . Ironically, I first played it myself when experimenting with interactive fiction in 2004 or so, I enjoyed the atmosphere, but I confess the illogical puzzles and parser of doom didn't grab me as much personally. Then again, whilst I love quests and accomplishments, I slightly got put off interactive fiction after too many "put cup on table." "I don't know how to put" Type of situations, or occasions when, oh look I should've unlocked the locked door by pushing the bubblegum into the keyhole, then using the bycicle pump to pump up the bubblegum, then filling the resultant buble with liquid nitrogen and lighting it on fire by striking the flints against the tree which results in the lock blowing off the door. Wow! how stupid I am for not thinking of that oh so obvious solution!for myself, whilst i'm glad dungeon is being added to the Triad city line up, and am glad I played the classic myself, I'm actually rather interested in midgard, since that is something I haven't tried before, and it sounds fun for a bit of light, monster slaying relief.

URL: https://forum.audiogames.net/post/509515/#p509515




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Re: TriadCity via MUD clients

2020-03-17 Thread AudioGames . net Forum — New releases room : Orin via Audiogames-reflector


  


Re: TriadCity via MUD clients

What is Dungeon going to be?

URL: https://forum.audiogames.net/post/509507/#p509507




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Re: TriadCity via MUD clients

2020-03-15 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Dark wrote:What might be fun however, is to change the idea from "blind", specifically, to "none visual." So, how about creating a part of the game, be that a neighborhood of triad city, where a player's vision is useless and they're forced to use their other senses in a way that does not make them "blind", but just forces them to explore things without vision. ...As per my discussion of quests, there would also be a definite point in this area, perhaps some items a player had to find, and had to find entirely by using their other senses or trying to find the correct npc to talk to, however the basic navigation of the area would put the player into a position where they would need to both practice skills to progress, and also  expend a lot of time on their other senses to gain basic information about where they were. This would also then effectively give everybody an experience of what it would be like to operate without vision, including a little of the real life neusence factor, without having to mention the word "blind" once, indeed players who like exploring and puzzles might well enjoy that sort of area for it's own sake and for the need to find out information in an alternative way.+1. This is how our thinking has been evolving. It's not about "being blind", rather that the sense of vision simply doesn't exist there, say through evolutionary adaptation to particular circumstances. Rooms would be described principally through smell, sound, or touch; we'd either give players their choice of dominant sense, or perhaps not - perhaps we choose one for them when they make their character. The world itself would be adapted, where, say, signage is based on smell.This hasn't been our focus while we're getting Dungeon ready, but it is intriguing to brainstorm what a world like this would imply.

URL: https://forum.audiogames.net/post/508978/#p508978




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Re: TriadCity via MUD clients

2020-03-15 Thread AudioGames . net Forum — New releases room : queenslight via Audiogames-reflector


  


Re: TriadCity via MUD clients

I Trenton Matthews, also agree with @dark's thoughts with said area of darkness.I wish sighted folks in the real world could learn about that one day.

URL: https://forum.audiogames.net/post/508934/#p508934




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Re: TriadCity via MUD clients

2020-03-15 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi. Feel free. Actually my explanation was sort of based on a long discussion we had in This thread, when someone was against the very idea of quests in computer games, and we debated the issue. Btw, as to your "none visual world" question. I'm personally not a fan of doing any kind of "welcome to blind land! here every blind person lives happily with their blindity." type of area, nor yet any kind of "you lose your vision but wait! you have super hearing that is just as good and are suddenly dare devil" type of idea. As soon as you start pushing the "blind!" thing, you push the idea that blind people are exclusively different, and that being "blind" is the most important thing about their identity, indeed it's still rather depressing that most blind characters in literature or film are either not really blind blind super heroes, who have an awesome magic piece of technology/sensory power which makes them effectively not blind at all, or helpless little tiny tim knockoffs who cannot dress themselves, either way, very different sorts of humans from regular people, (ever noticed how Jordi la forge was thee least fleshed out character in Startrek Tng? Or that his blindness almost never actually caused him problems at all because of his magic car filter?).What might be fun however, is to change the idea from "blind", specifically, to "none visual." So, how about creating a part of the game, be that a neighborhood of triad city, where a player's vision is useless and they're forced to use their other senses in a way that does not make them "blind", but just forces them to explore things without vision. I'm not thinking of the classic lightless labyrinth (cliche city), My thought here, is how about an area where all of the objects, buildings, and even npcs are entirely invisible. The player can still see, however looking around visually, all they get is a description such as "you are in a field", or at most "you are in the north/south of a field." However, going the wrong way, the player walks into an invisible wall. As the player improves at touch and hearing skills, the player will soon be able to sense the air currents that tell the player whether they are in a corridor, street or room, and hear  the  moving of npcs (at least when those npcs aren't being actively stealthy or standing still).. if the player "touches the area" the player will try and feel their way around the place, though of course this is likely to annoy any npcs they run into and possibly get them attacked. If it occurs to the player to take a stick with them, this unlocks the "cane" command, which can identify some objects, however even if the cane identify's an object, the player will need to touch it to get an exact idea, EG, "Cane" "You feel a poll, "touch poll, this is a stout poll of metal about six inches thick set into the pavement, you find a wooden sign board bolted halfway up that you cannot read." The player can of course talk to npcs, however only gets the voice identified until the npc has introduced themselves, and only gets location information if an npc has actually told them what a location is, or if they've used another command such as "smell", for example the player might identify a cafe by the smell of cooking food, although that could equally apply to the cafe's kitchin. As per my discussion of quests, there would also be a definite point in this area, perhaps some items a player had to find, and had to find entirely by using their other senses or trying to find the correct npc to talk to, however the basic navigation of the area would put the player into a position where they would need to both practice skills to progress, and also  expend a lot of time on their other senses to gain basic information about where they were. This would also then effectively give everybody an experience of what it would be like to operate without vision, including a little of the real life neusence factor, without having to mention the word "blind" once, indeed players who like exploring and puzzles might well enjoy that sort of area for it's own sake and for the need to find out information in an alternative way.

URL: https://forum.audiogames.net/post/508875/#p508875




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Re: TriadCity via MUD clients

2020-03-14 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi. Feel free. Actually my explanation was sort of based on a long discussion we had in This thread, when someone was against the very idea of quests in computer games, and we debated the issue. As regards a none visual world, Btw, as to your "none visual world" question. I'm personally not a fan of doing any kind of "welcome to blind land! here every blind person lives happily with their blindity." type of area, nor yet any kind of "you lose your vision but wait! you have super hearing that is just as good and are suddenly dare devil" type of idea. As soon as you start pushing the "blind!" thing, you push the idea that blind people are exclusively different, and that being "blind" is the most important thing about their identity, indeed it's still rather depressing that most blind characters in literature or film are either not really blind blind super heroes, who have an awesome magic piece of technology/sensory power which makes them effectively not blind at all, or helpless little tiny tim knockoffs who cannot dress themselves, either way, very different sorts of humans from regular people, (ever noticed how Jordi la forge was thee least fleshed out character in Startrek Tng? Or that his blindness almost never actually caused him problems at all because of his magic car filter?).What might be fun however, is to change the idea from "blind", specifically, to "none visual." So, how about creating a part of the game, be that a neighborhood of triad city, where a player's vision is useless and they're forced to use their other senses in a way that does not make them "blind", but just forces them to explore things without vision. I'm not thinking of the classic lightless labyrinth (cliche city), My thought here, is how about an area where all of the objects, buildings, and even npcs are entirely invisible. The player can still see, however looking around visually, all they get is a description such as "you are in a field", or at most "you are in the north/south of a field." However, going the wrong way, the player walks into an invisible wall. As the player improves at touch and hearing skills, the player will soon be able to sense the air currents that tell the player whether they are in a corridor, street or room, and hear  the  moving of npcs (at least when those npcs aren't being actively stealthy or standing still).. if the player "touches the area" the player will try and feel their way around the place, though of course this is likely to annoy any npcs they run into and possibly get them attacked. If it occurs to the player to take a stick with them, this unlocks the "cane" command, which can identify some objects, however even if the cane identify's an object, the player will need to touch it to get an exact idea, EG, "Cane" "You feel a poll, "touch poll, this is a stout poll of metal about six inches thick set into the pavement, you find a wooden sign board bolted halfway up that you cannot read." The player can of course talk to npcs, however only gets the voice identified until the npc has introduced themselves, and only gets location information if an npc has actually told them what a location is, or if they've used another command such as "smell", for example the player might identify a cafe by the smell of cooking food, although that could equally apply to the cafe's kitchin. As per my discussion of quests, there would also be a definite point in this area, perhaps some items a player had to find, and had to find entirely by using their other senses or trying to find the correct npc to talk to, however the basic navigation of the area would put the player into a position where they would need to both practice skills to progress, and also  expend a lot of time on their other senses to gain basic information about where they were. This would also then effectively give everybody an experience of what it would be like to operate without vision, including a little of the real life neusence factor, without having to mention the word "blind" once, indeed players who like exploring and puzzles might well enjoy that sort of area for it's own sake and for the need to find out information in an alternative way.

URL: https://forum.audiogames.net/post/508875/#p508875




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Re: TriadCity via MUD clients

2020-03-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hey thanks so much for sharing your thinking re quests in such detail, the perspective is extremely helpful. Would you mind if I were to copy and paste your explanation to our forum thread where players are talking out loud about whether and how to do quests in TC? Crediting you of course, with a link back to this page.Looking forward to your participation!

URL: https://forum.audiogames.net/post/508842/#p508842




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Re: TriadCity via MUD clients

2020-03-14 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi, and thanks for all the answers, that will definitely help me both to decide what I'm doing in the game, and to put together a proper database entry, something which really should have been done long since.As regards quests, for me it isn't so much to do with structure in a game, as feeling a sense of actually accomplishing something and doing some good in the world. If peasant jo tells me that the crows are eating all his crops and to go and kill 20 of them, well even though I know from a mechanical perspective this is  just an excuse to get my character to fight lots of low level monsters, I am still under the impression that I'm actually doing a good deed for someone. Heck, even though I know lots of other characters will be doing the same actions and fighting the same crows since once the quest is complete my! character will not be able to do it again, from my perspective, I can imagine that I've actually solved the problem and my character has done some good in the world over all.Of course, the bigger, more dire and more difficult the task, the more accomplishment I feel, , especially if said task involves some sort of ongoing story or evolving set of circumstances, for example if it turns out the crows are far from normal crows, but some sort of weirdly created magical hybrids which are the result of dangerous magical experiments which I then need to look into etc. For me, it's all generally about feeling as if I'm having a successful effect on the npcs around me, and yes being a hero, or at least helping people out, indeed I will often do as many quests as I can just for the sake of  completing them, even when the rewards don't stack up or my character is too high a level.of course, I know Triad city has player interactions as you describe, and I'm certainly not against helping other players when I can, but I've found in the past player interactions feel less like a story or helping people out, and more like trading or carrying out commissions, plus I do admit I am a bit of a solo player anyway and prefer things I can succeed at  on my own merits. It's actually odd, tell me in a game to go and slay 1000 goblins and I'll be thinking "oh no, that sounds like a lot of grinding", but tell me that I need to go into the goblin's lair to recover something that was lost or stop a goblin invasion or the like, and I'll be quite happy. This doesn't even just affect combat quests either, I'm far more likely to practice my fishing skill 50 times if mistress Nora has asked me to find her 10 chubs and a marlin, than just because I need to try fishing 50 times to improve the skill, indeed I'm more likely to! try and improve the skill if I know someone will want my fish, than just for it's own sake . anyway, since I'm also a big fan of exploring and simply wandering around  to experience what a game has to offer, I think I will find a fair few interesting things in Triad city to try out either way.

URL: https://forum.audiogames.net/post/508819/#p508819




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Re: TriadCity via MUD clients

2020-03-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Heya, we'll be thrilled and honored to have a page in the database. Thanks so much!I'll spread my answers out over several messages, there's a lot of info requested, it'll be easier for me I think to tackle them one at a time.Dark wrote:Firstly, is the question of activities and rolls, since it is not clear from the descriptions how some role types actually gain xp. for example, I gather that the combat oriented roles all involve xp by fighting npcs, and the thieving roles gain xp by stealing from npcs (or freeing slaves in the case of the liberator). However, I'm not entirely sure whether say herbalists, healers and doctors get npcs to treat in addition to helping out combat characters, ditto with other roles that involve interactions. .They do. For example - by ironic coincidence - there's a nasty cold going around the TriadCity world right now. While you were exploring Sanctuary Island you may have noticed the Monk who gives out robes at the Origin Stone sneezing and sniffling. A Healer with enough skill could cure her.The larger answer is that, in addition to simple exploration, xp is awarded for successful use of skills, while roles are essentially enablers of groups of related skills. A Herbalist who succeeds in creating a fast heal sachet gains xp for use of the appropriate skill ("actuate", in this case). This is even true of combat: the xp you're awarded if you win a fight is not based on the strength of the opponent so much as your success in using your fighting skills - your xp award will be an accumulation of micro-awards for how many hits you got in, how many times you successfully parried, and so on. In all cases, the greater your skill, the more xp you'll earn. Thieves gain xp not only for stealing but also for hiding, sneaking, peeking, lockpicking, and the other commands that require skills to use successfully. Correspondingly, if your skills are not very advanced you'll succeed with commands less often and will receive less xp. Any command which requires a skill awards xp based on difficulty and skill level. The moral here is that skills are very centric to your experience with TriadCity.

URL: https://forum.audiogames.net/post/508726/#p508726




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Re: TriadCity via MUD clients

2020-03-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Dark wrote:Lastly, I am wondering about the other worlds mentioned on the smart monsters website such as midgard and Dungeon. Are those accessible from within Triad city itself? There is mention of them from within the game help, but nothing about them in triad city. IS there a command to switch worlds? or are those only playable via the website for now..Yes. Midgaard, Dungeon, and worlds to come are all accessible from inside TriadCity. As "retro" worlds, Midgaard and Dungeon can be reached through portals inside the Museum of Technology and Society in the Southern Third. Future worlds will have their own gateways. You'll be able to play all of these as standalone games, or as specialized neighborhoods within TriadCity. Which could be another form of quests: find all 585 points in Dungeon, gain an interesting TriadCity spiff. That's in the works now.This has been a lot of info, I hope it's what you're looking for!

URL: https://forum.audiogames.net/post/508738/#p508738




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Re: TriadCity via MUD clients

2020-03-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Dark wrote:Indeed, I wonder how Triad city compares to a game like Frandom, which is pretty much a giant interactive fiction game, with so many tasks, questions and things to discover it's not funny, where combat is quite possible, but very much not the focus (you don't get any xp in Frandom for slaying monsters or the like).I don't know! Frandom sounds interesting, I'll try to check it out, or maybe one of our players knows of it. Your description of it sounds pretty similar to how we think about "puzzles and challenges" per my previous post. I'll ask around.In TriadCity we face a "critical mass" problem where enabling the more advanced NPC AI as well as the puzzles and quest-like challenges we're talking about here requires really significant infrastructure. So there are competing priorities for our world authors to balance: more world versus AI behavior or player puzzles with greater details. There's an author's blog about it here:https://triadcityauthors.blogspot.com/2 … ot-of.html

URL: https://forum.audiogames.net/post/508736/#p508736




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Re: TriadCity via MUD clients

2020-03-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Dark wrote:I am also not entirely sure how much the game has via quests, other things to do and so on. I do gather the game has a lot of things to explore in the world and many items to look at, which is awesome as far as it goes. The players guide does mention something about "puzzles and challenges", but other than the obvious ones directly related to hacknslash, or simply getting experience for the sake of exploration, I'm uncertain what is exactly around. This is particularly of interest to me since I'm a bit of a questing fan, and while I am always happy to just explore and poke things, and I'm more than happy to treat combat as an optional extra, , I do like tasks to do and to feel that I'm doing something useful.I think the concept to foreground is "structure". Quest systems in many games exist to provide structures for players to work within, including specific goals to achieve. Whether that's attractive depends on one's personality, I think. Many people thrive in a more structured environment, others chaff against its restrictions. TriadCity is extremely "open" in the sense that you're not forced into specific paths, but instead are left to invent or choose or discover them for yourself. Some people really love this lack of constraint, others find it frustrating because they're not sure how to proceed.So the narrow answer is "no", there isn't a formal quest mechanism (yet - see below). Yet there are many "puzzles and challenges" which act like quests. Herbalists for example must know where to find the herbs they use, some of which are quite esoteric and difficult to come by. They may be not only difficult to locate, but also dangerous to acquire. They could be guarded by NPCs, or there could be Indiana Jones style puzzles to solve to reach them at all. We often structure these challenges to require groups of players with complementary skills. You may need a Thief to pick the lock to get you into the garden and you may require brawny bodyguards to fight off the guardians. Or you may just pay people to get it for you. We have one veteran Thief character who's highly adept at providing hard-to-get herbs for Herbalists.We're currently working to provide more of these challenges which can be solved by individuals without groups. And we're discussing with veteran players ways to enhance our existing, quite primitive "treasure hunt" mechanism where NPCs give you mini-quests to find things for them. I don't know where this will go over time. Since you have a strong interest in questing, please jump in! The discussions are in the forums.

URL: https://forum.audiogames.net/post/508735/#p508735




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Re: TriadCity via MUD clients

2020-03-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Dark wrote:I am also unsure whether combat generally is just the province of warriors and the like, or whether other characters will eventually be able to learn enough combat skills to protect themselves, even if it isn't the primary source of advancement, or whether they will always be essentially playing support to other characters.Any character can learn basic fighting skills - hit, parry, flee, consider, probably some more I'm not thinking of off the top of my head. Everyone's encouraged to keep their parry and flee skills maxed, just in case. The Warrior role enables advanced weapon skills other roles don't have, and also tank-centric skills like bash. But note that other roles than just Warrior enable combat skills unavailable otherwise, for example Ranger and Magician can both learn the "staff" skill which enables non-lethal combat with staves, the "trip" skill which does what it sounds like, and so on.The mix of roles and skills your character chooses to learn is a big part of how characters become uniquely differentiated as they gain levels. In Midgaard by contrast a level 12 Thief is a level 12 Thief: every level 12 Thief has the same abilities and the same xp total. In TriadCity your character may be level 12 and may have the Thief role; but it's likely that your character's specific abilities and attributes will be considerably different to others.

URL: https://forum.audiogames.net/post/508730/#p508730




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Re: TriadCity via MUD clients

2020-03-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Heya, we'll be thrilled and honored to have a page in the database. Thanks so much!I'll spread my answers out over several messages, there's a lot of info requested, it'll be easier for me I think to tackle them one at a time.Dark wrote:Firstly, is the question of activities and rolls, since it is not clear from the descriptions how some role types actually gain xp. for example, I gather that the combat oriented roles all involve xp by fighting npcs, and the thieving roles gain xp by stealing from npcs (or freeing slaves in the case of the liberator). However, I'm not entirely sure whether say herbalists, healers and doctors get npcs to treat in addition to helping out combat characters, ditto with other roles that involve interactions. .They do. For example - by ironic coincidence - there's a nasty cold going around the TriadCity world right now. While you were exploring Sanctuary Island you may have seen the Monk who gives out robes at the Origin Stone sneezing and sniffling. A Healer with enough skill could cure her.The larger answer is that, in addition to simple exploration, xp is awarded for successful use of skills, while roles are essentially enablers of groups of related skills. A Herbalist who succeeds in creating a fast heal sachet gains xp for use of the appropriate skill ("actuate", in this case). This is even true of combat: the xp you're awarded if you win a fight is not based on the strength of the opponent so much as your success in using your fighting skills - your xp award will be an accumulation of micro-awards for how many hits you got in, how many times you successfully parried, and so on. In all cases, the greater your skill, the more xp you'll earn. Thieves gain xp not only for stealing but also for hiding, sneaking, peeking, and the other commands that require skills to use successfully. Correspondingly, if your skills are not very advanced you'll succeed with commands less often and will receive less xp. Any command which requires a skill awards xp based on difficulty and skill level. The moral here is that skills are very centric to your experience with TriadCity.

URL: https://forum.audiogames.net/post/508726/#p508726




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Re: TriadCity via MUD clients

2020-03-14 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: TriadCity via MUD clients

Okay, given the great work that has obviously gone into the games' accessibility, and some interesting thoughts on visionless worlds, (which is a subject I have some thoughts about anyway), it's obviously time tc got a page on the audiogames.net database. I've read through the player's guide and created a character, you can find me as Lerandor, I've also poked around sanctuary island and got my first level. I do however have some questions, both general ones about the mud, and about later player experience, since I'd like to get a game database page for triad city done fairly quickly. Firstly, is the question of activities and rolls, since it is not clear from the descriptions how some role types actually gain xp. for example, I gather that the combat oriented roles all involve xp by fighting npcs, and the thieving roles gain xp by stealing from npcs (or freeing slaves in the case of the liberator). However, I'm not entirely sure whether say herbalists, healers and doctors get npcs to treat in addition to helping out combat characters, ditto with other roles that involve interactions. I am also unsure whether combat generally is just the province of warriors and the like, or whether other characters will eventually be able to learn enough combat skills to protect themselves, even if it isn't the primary source of advancement, or whether they will always be essentially playing support to other characters.I am also not entirely sure how much the game has via quests, other things to do and so on. I do gather the game has a lot of things to explore in the world and many items to look at, which is awesome as far as it goes. The players guide does mention something about "puzzles and challenges", but other than the obvious ones directly related to hacknslash, or simply getting experience for the sake of exploration, I'm uncertain what is exactly around. This is particularly of interest to me since I'm a bit of a questing fan, and while I am always happy to just explore and poke things, and I'm more than happy to treat combat as an optional extra, , I do like tasks to do and to feel that I'm doing something useful. Indeed, I wonder how Triad city compares to a game like Frandom, which is pretty much a giant interactive fiction game, with so many tasks, questions and things to discover it's not funny, where combat is quite possible, but very much not the focus (you don't get any xp in Frandom for slaying monsters or the like). Lastly, I am wondering about the other worlds mentioned on the smart monsters website such as midgard and Dungeon. Are those accessible from within Triad city itself? There is mention of them from within the game help, but nothing about them in triad city. IS there a command to switch worlds? or are those only playable via the website for now.Btw, I am currently playing using Vipmud on port 9094.

URL: https://forum.audiogames.net/post/508659/#p508659




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Re: TriadCity via MUD clients

2020-03-13 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi all:For the duration of the national emergency, we've extended our usual 25% weekend exp bonus to the entire week. For those working from home: hang out with us, we'll keep each other company.Stay safe out there!

URL: https://forum.audiogames.net/post/508633/#p508633




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Re: TriadCity via MUD clients

2019-12-25 Thread AudioGames . net Forum — New releases room : Mirage via Audiogames-reflector


  


Re: TriadCity via MUD clients

Astral projection rocks!This is just the kind of awesomeness I would expect from Triad City!

URL: https://forum.audiogames.net/post/488357/#p488357




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Re: TriadCity via MUD clients

2019-12-24 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi all.There's a new TriadCity feature we're super excited about.Certain types of magic users - Healers, Malopaths, and Magicians - now have the ability to project their disembodied consciousness throughout the game World. This enables them to explore potentially dangerous areas without risk of physical harm; and it allows access to rooms beyond locked doors or exits guarded by sentries - one's Astral Body simply passes right through.High-level magic users can additionally perform certain operations remotely through their Astral projection. Healers can remotely heal, Malopaths can remotely harm, and so on.Magic in TriadCity isn't the "cast fireball dragon" variety from D or earlier MUDs. We model the western ritual magic tradition descending from Neoplatonism through the Renaissance Mages to the Golden Dawn and its descendants. Ritual is required to achieve necessary states of consciousness. Robes, magical implements, incense, magical circles and so on can contribute. Practitioners must be very highly skilled. Achieving the necessary level of ability is difficult and time-consuming.Astral projection enables a form of player-versus-player conflict. Characters with the Magician role can detect projected Astral Bodies and repel them. Characters at extreme skill levels can potentially send harmful spiritual charges via the practitioner's Astral connection which can cause physical harm to the magic user.Our players who've helped test these new features tell us they're really fun. We hope you think this is as cool as we do!

URL: https://forum.audiogames.net/post/488080/#p488080




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Re: TriadCity via MUD clients

2019-12-17 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

aaron77 wrote:I actually find the idea of a non-visual world fascinating from a literary perspective.  Not only are MUDs biased toward sight, but I feel like the English language is as well, and I've never seen anyone try to create a world where vision does not exist.  I've found plenty of short stories or books that feature blind protagonists, but they're still aware of what seeing is, what colors are, etc.  So what would happen if the concept of sight wasn't even a thing?  How would people live?  What kind of art would they produce?  etc. [...] I also love the concept of worlds within a universe.  A non-vision based human race is only the beginning.  How would you write up a world where whatever sentient race you played as could only feel their environment? or perhaps had all five senses, but another one, such as smell being their primary sense?Your thinking here is very similar to ours. We're intrigued by the same questions you pose: how would such a world be described and how would the characters function in it - and I love your comment about the nature of art. I think we're going to go ahead, on a small scale, with implementing a sub-world within the TriadCity universe where as you say the concept of sight doesn't exist at all. We'll start it small and learn what we learn, and if it interests people we can expand it from the initial seed.

URL: https://forum.audiogames.net/post/486381/#p486381




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Re: TriadCity via MUD clients

2019-12-17 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

aaron77 wrote:The closest I've seen to this level of literary complexity would probably be Lost souls, and only in that it also contains a lot of subjective content.  Characters only know what their skills allow them to know and sensory traits affect how much of a location is perceivable.Hi aaron77:I'm not familiar with Lost Souls, but from your brief description it sounds like a subset of TriadCity's implementation of subjectivity.TriadCity's room, item, exit, and NPC descriptions can all vary by the observing character's alignment, skills, gender, life experience, medical condition, attributes, temporary affects, and many other factors including objective ones like time of day, plus AI secret sauce. Which of these factors come in to play in any situation is under the control of world authors, who for the most part use them subtly. The example we like to cite is that your character and mine may enter the same room together, but find it described differently. Yours may find the fireplace warm and inviting; mine may find it harsh or even unsettling. This all depends on what the author of the room is trying to achieve.But we can also go nuts. We can impose hallucinations, one form of which attempts to model Schizophrenia. We can generate conversations only one character can hear, so the character appears to others to be talking to the air. Or we can change street names, or include threatening or frightening asides in room descriptions or convos with other players.BTW these subjectivities aren't limited to players - all characters experience them, including NPCs. NPC AI is appropriately impacted.TriadCity's code base is designed from the ground up to enable these transformations. The early MUDs were written in C, and we understand that some which are still popular today have continued on that basis. One reason we rejected C for Java was that our design goals were better implemented in an OO language. The code for the effects I'm describing is pretty straightforward. The real effort is writing a compelling world which makes use of all these possibilities.

URL: https://forum.audiogames.net/post/486380/#p486380




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Re: TriadCity via MUD clients

2019-12-08 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: TriadCity via MUD clients

This sounds like a very neat concept.  The closest I've seen to this level of literary complexity would probably be Lost souls, and only in that it also contains a lot of subjective content.  Characters only know what their skills allow them to know and sensory traits affect how much of a location is perceivable.  their system is still very simplistic though, as your alignment has no affect on descriptions, neither does anything else really, for that matter.  I actually find the idea of a non-visual world fascinating from a literary perspective.  Not only are MUDs biased toward sight, but I feel like the English language is as well, and I've never seen anyone try to create a world where vision does not exist.  I've found plenty of short stories or books that feature blind protagonists, but they're still aware of what seeing is, what colors are, etc.  So what would happen if the concept of sight wasn't even a thing?  How would people live?  What kind of art would they produce?  etc.That See show on Apple Tv Plus tries to play with that concept, but it doesn't really delve very deep into the cultural/societal aspect of things and I lost interest midway through the second episode.I also love the concept of worlds within a universe.  A non-vision based human race is only the beginning.  How would you write up a world where whatever sentient race you played as could only feel their environment? or perhaps had all five senses, but another one, such as smell being their primary sense?Anyway, neat concept!  Unfortunately for me, I have finals week coming up this week and I have terrible self-control. 

URL: https://forum.audiogames.net/post/484038/#p484038




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Re: TriadCity via MUD clients

2019-12-08 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Heya bookrage:There are no abstract limits to the number of Roles your characters can have. However as noted some Roles are incompatible with others, so that implies a certain practical limit depending which ones. You can't be both a Healer and a Malopath for example, as the two Roles are logical antitheses of each other. Also many of the Roles listed in the Players Guide are currently NPC-only - they exist to concretize certain AI behaviors. They're on the list 'cos the intention is to open them all to players over time.Re energy, there are high-level Herbalists who will make herb sachets for you which basically eliminate the need to rest. Also since you've gotten past level 1, we'll give you a thanks-for-playing spiff, a ring which is powerfully fast regen, again meaning in practice you'll seldom have to rest up. See Gwene for sachets, Mark or Poobah for the ring.Cheers!

URL: https://forum.audiogames.net/post/483999/#p483999




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Re: TriadCity via MUD clients

2019-12-08 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Heya bookrage:There are no abstract limits to the number of Roles your characters can have. However as noted some Roles are incompatible with others, so that implies a certain practical limit depending which ones. You can't be both a Healer and a Malopath for example, as the two Roles are logical antitheses of each other. Also many of the Roles listed in the Players Guide are currently NPC-only - they exist to concretize certain AI behaviors. Their on the list 'cos the intention is to open them all to players over time.Re energy, there are high-level Herbalists who will make herb sachets for you which basically eliminate the need to rest. Also since you've gotten past level 1, we'll give you a thanks-for-playing spiff, a ring which is powerfully fast regen, again meaning in practice you'll seldom have to rest up. See Gwene for sachets, Mark or Poobah for the ring.Cheers!

URL: https://forum.audiogames.net/post/483999/#p483999




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Re: TriadCity via MUD clients

2019-12-08 Thread AudioGames . net Forum — New releases room : bookrage via Audiogames-reflector


  


Re: TriadCity via MUD clients

I haven't played this game much but I have gotten to level 3 so far. One thing I like is the various reference characters walking around and such. For example, I found Jughead from Archie Comics and though I'm not an Archie fan, it was cool to see and I also came upon Antonio from "Merchant of Venice" which was pretty cool and more up my literary alley.As for the blind world that has been discussed, not really a fan of that idea, firstly, I don't think a group that I don't think contains a lot of blind people would make it properly. I don't mean that they would be insulting or intentionally rude, I just don't think, even if they look at stuff that explains blindness, what exactly that is like and I think they might unintentionally open up a can of worms there, even if they consult actual blind people. I also am unsure of how many people would actually play there and they might be wasting their time in the long run as well as resources. It is a neat idea, but one I think is ultimately not worth it.also, just so I can plan, how many roles is a person allowed to have? I want to know to know how careful I have to be in selecting them. I'm often a fan of "do all the things"  though I know just from hearing this that 1. some roles are incompatible and 2.  there might be a hard limit as to how many I can do.Also, I haven't been in combat (only level 3 and not particularly interested in combat if I can avoid it anyway because it is a cool and welcome change)  but a lot of stuff in how the mud runs is refereshingly relaxed in pace, though hunger, thirst, and energy are still rather tiring at this point.

URL: https://forum.audiogames.net/post/483869/#p483869




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Re: TriadCity via MUD clients

2019-12-08 Thread AudioGames . net Forum — New releases room : Mirage via Audiogames-reflector


  


Re: TriadCity via MUD clients

Yes! Player houses! Woohoo!One of my great loves in a Mud.

URL: https://forum.audiogames.net/post/483822/#p483822




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Re: TriadCity via MUD clients

2019-12-07 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi all, happy Saturday. Quick update on our quest for accessibility. We're still bumping in to corners of the game world which require special handling for MUD clients - things we hadn't anticipated but have learned through experience. Recently we've enabled writing on in-game writing surfaces such as bulletin boards and 'crypt scrolls' - these are notes which players can leave outside the crypts of characters who've been killed during game play. To the best of our knowledge the final remaining feature not yet converted is customizing player houses. We'll do that in the coming week.Cheers!

URL: https://forum.audiogames.net/post/483656/#p483656




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Re: TriadCity via MUD clients

2019-12-05 Thread AudioGames . net Forum — New releases room : Mirage via Audiogames-reflector


  


Re: TriadCity via MUD clients

The coolest thing about this Mud to me, among many, is that they give you real information inside the Mud.That winery has hundreds of signs that tell you all about the history of winemaking all around the world.It's like that all through the Mud, - pop cultural references, literary references, historical references, it's fascinating!

URL: https://forum.audiogames.net/post/482882/#p482882




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Re: TriadCity via MUD clients

2019-12-05 Thread AudioGames . net Forum — New releases room : stirlock via Audiogames-reflector


  


Re: TriadCity via MUD clients

Oh nice, this is exactly what I needed. The mud seemed pretty sparse at first glance, and I had no idea what I was doing. Will give this another shot.

URL: https://forum.audiogames.net/post/482818/#p482818




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Re: TriadCity via MUD clients

2019-12-05 Thread AudioGames . net Forum — New releases room : Mirage via Audiogames-reflector


  


Re: TriadCity via MUD clients

Triad City has just updated its introduction page, and its "getting started" page in the user guide.You now have a much clearer definition of what to expect in the Mud.The new "getting started" page is particularly helpful, as it tells you how to go about leveling from 1 to 10, at which time you take on roles.If you tried the Mud and felt lost, read these two pages again, and give it another try.I think you'll find it much easier.

URL: https://forum.audiogames.net/post/482796/#p482796




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Re: TriadCity via MUD clients

2019-11-12 Thread AudioGames . net Forum — New releases room : Mirage via Audiogames-reflector


  


Re: TriadCity via MUD clients

A couple more unique experiences.I am currently trapped in the vampire theme park's version of miniature golf.There is also an "angry birds" cavern where you can go and blow up tweets, literal tweets from celebrities, politicians, etc. You can use your own weapon, or buy one from the gift shop, and shoot at the tweets as they fly through.So fun, and innovative!

URL: https://forum.audiogames.net/post/475919/#p475919




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Re: TriadCity via MUD clients

2019-11-05 Thread AudioGames . net Forum — New releases room : Mirage via Audiogames-reflector


  


Re: TriadCity via MUD clients

This Mud is so unique in the way that it makes your character's experience of the world subjective.Things look different as your character learns and grows.In the beginning, you do walk around and look at things, and that's the main way to gain experience.This Mud deemphasizes violence, which I find to be interesting, since you have to discover other ways to gain XP.I am intrigued, after checking out the website, about all the roles you can play when you advance a little bit. There are healers and warriors, a few roles which are incompatible with one another.But you can have several roles - actor, comedian, historian, cop, cosmetologist, etc. You'll learn different skills for each role, and gain XP by using them.You can go to clubs, watch TV, and lots of things like that. You gain XP for those things, and the performers gain XP and currency if you watch their performances.A quick tip: If you find yourself watching a performance, "applaud" because that will give kudos to the performer.This Mud looks awesome, and I am so grateful to the devs for all the accessibility fixes that are ongoing.As for the world question, I'd like to see this world as it is, with added sensory descriptions, as opposed to a blind-centric world.I'm Dhustie on there if anybody logs on.I don't know much, but I'll try to help if I can.

URL: https://forum.audiogames.net/post/473156/#p473156




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Re: TriadCity via MUD clients

2019-10-20 Thread AudioGames . net Forum — New releases room : KenshiraTheTrinity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Thanks, appreciate it.

URL: https://forum.audiogames.net/post/469608/#p469608




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Re: TriadCity via MUD clients

2019-10-20 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

KenshiraTheTrinity wrote:I started the account creation process but was interrupted before I could name my character, and now I can't use my email to restart the process. Suggestions?You can create new characters from the web site. First use your email and password to login to the site, then go here: https://www.smartmonsters.com/TriadCity … racter.jsp to create a character. (You'll have to be logged-in to use that link.)

URL: https://forum.audiogames.net/post/469607/#p469607




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Re: TriadCity via MUD clients

2019-10-19 Thread AudioGames . net Forum — New releases room : KenshiraTheTrinity via Audiogames-reflector


  


Re: TriadCity via MUD clients

I started the account creation process but was interrupted before I could name my character, and now I can't use my email to restart the process. Suggestions?

URL: https://forum.audiogames.net/post/469582/#p469582




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Re: TriadCity via MUD clients

2019-10-19 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Xoren wrote:Frustratingly, I am already trying to connect via 9094. That, in fact, is the only way I'm even managing to get the log-in prompt wherein I chose to type either join or guest. I sort of figured MUSHClient would choke on the SSL connection, so didn't even try it at first, but I did try it and I was correct -- I can't even connect at all on 9095. I'm just gonna see if I can get my screen reader to play nice with PUTTY for Windows, since I think the raw scripting power of MUSHClient might be overkill for Triad City.KaiPerhaps even more frustratingly, I installed MUSHClient just now and logged right in with no issues.Why don't you PM me, we'll try some diagnostics to find out if we can learn what's happening.--Mark

URL: https://forum.audiogames.net/post/469524/#p469524




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Re: TriadCity via MUD clients

2019-10-19 Thread AudioGames . net Forum — New releases room : Xoren via Audiogames-reflector


  


Re: TriadCity via MUD clients

Frustratingly, I am already trying to connect via 9094. That, in fact, is the only way I'm even managing to get the log-in prompt wherein I chose to type either join or guest. I sort of figured MUSHClient would choke on the SSL connection, so didn't even try it at first, but I did try it and I was correct -- I can't even connect at all on 9095. I'm just gonna see if I can get my screen reader to play nice with PUTTY for Windows, since I think the raw scripting power of MUSHClient might be overkill for Triad City.Kai

URL: https://forum.audiogames.net/post/469460/#p469460




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Re: TriadCity via MUD clients

2019-10-19 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Thanks so much to all of you who've shared feedback re our "world without vision" idea. Very grateful indeed for the insights.TriadCity is currently evolving from a "world" to a "universe", meaning a network of interconnected worlds each with different characteristics and capabilities. So, the nature of new worlds is very much top of mind for us right now. Really appreciate your thoughts. There'll be detail on our web site in a few days.--Mark

URL: https://forum.audiogames.net/post/469459/#p469459




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Re: TriadCity via MUD clients

2019-10-19 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Thanks so much to all of you who've shared feedback re our "world without vision" idea. Very grateful indeed for the insights.TriadCity is currently evolving from a "world" to a "universe", meaning a network of interconnected wolds each with different characteristics and capabilities. So, the nature of new worlds is very much top of mind for us right now. Really appreciate your thoughts. There'll be detail on our web site in a few days.--Mark

URL: https://forum.audiogames.net/post/469459/#p469459




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Re: TriadCity via MUD clients

2019-10-19 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

queenslight wrote:Two things to share I guess from my view:1. If a vision impaired specific world is made, how many blind folks would actually wish to join it and/or how dynamic will it be vs the normal world for the sighted.2. More people need to spread the word about Triad Cities in general, as many blind gamers aren’t browsing through said forum on the daily (if they travel to here at all.) Spreading the word on FB, Twitter, and MeWe possibly too, are the best ways these days.In addition to the above, one other way to get the word out is through the ‘Talking Computers” magazine:http://talking-computers.org.uk/NB. It is not just dedicated to just ‘United Kingdom” listeners, it is opened to everyone. PS. It needs more North American contributors!Thanks so much for the tip re "Talking Computers" magazine! TriadCity is here on Facebook: https://www.facebook.com/TriadCity-295456477228706/. Very grateful if you'll "like" us there and share with your friends. Ditto Twitter: https://twitter.com/TriadCity.Cheers!--Mark

URL: https://forum.audiogames.net/post/469457/#p469457




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Re: TriadCity via MUD clients

2019-10-19 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Xoren wrote:I wonder if you guys are writing your telnet protocol slightly different from how most muds interface? My client of choice, MUSHClient can't seem to handle the game. I type in either guest or join, and immediately get disconnected. It does have a packet analyzer, but that stuff goes a bit over my head. I'll try contacting the MUSHClient forum folks to see if they know how to rectify this situation.KaiHi Kai:It looks like MUSHClient doesn't want to let you connect via SSL/TLS without some work on your part. I found this link on their site: http://mushclient.com/mushclient/stunnel.htm.If that's too much hassle, you can connect to TriadCity on port 9094 without the secure connection.Cheers,--Mark

URL: https://forum.audiogames.net/post/469456/#p469456




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Re: TriadCity via MUD clients

2019-10-17 Thread AudioGames . net Forum — New releases room : Garr via Audiogames-reflector


  


Re: TriadCity via MUD clients

I'm connecting fine, they put a few different ports for that reason.

URL: https://forum.audiogames.net/post/469104/#p469104




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Re: TriadCity via MUD clients

2019-10-17 Thread AudioGames . net Forum — New releases room : Xoren via Audiogames-reflector


  


Re: TriadCity via MUD clients

I wonder if you guys are writing your telnet protocol slightly different from how most muds interface? My client of choice, MUSHClient can't seem to handle the game. I type in either guest or join, and immediately get disconnected. It does have a packet analyzer, but that stuff goes a bit over my head. I'll try contacting the MUSHClient forum folks to see if they know how to rectify this situation.Kai

URL: https://forum.audiogames.net/post/469008/#p469008




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Re: TriadCity via MUD clients

2019-10-17 Thread AudioGames . net Forum — New releases room : queenslight via Audiogames-reflector


  


Re: TriadCity via MUD clients

Two things to share I guess from my view:1. If a vision impaired specific world is made, how many blind folks would actually wish to join it and/or how dynamic will it be vs the normal world for the sighted.2. More people need to spread the word about Triad Cities in general, as many blind gamers aren’t browsing through said forum on the daily (if they travel to here at all.) Spreading the word on FB, Twitter, and MeWe possibly too, are the best ways these days.In addition to the above, one other way to get the word out is through the ‘Talking Computers” magazine:http://talking-computers.org.uk/NB. It is not just dedicated to just ‘United Kingdom” listeners, it is opened to everyone. PS. It needs more North American contributors!

URL: https://forum.audiogames.net/post/469001/#p469001




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Re: TriadCity via MUD clients

2019-10-16 Thread AudioGames . net Forum — New releases room : brailleluke via Audiogames-reflector


  


Re: TriadCity via MUD clients

I've been totally blind for life but I still think of things in terms of vision, its far easier to write about what something would look like even if you haven't seen it before because that's how literature is and that's how it will generally continue to be. A world without the descriptions of what things look like would be just as weird for me as it would for someone who sees things because I'm used to reading and writing in terms of what things look like not what they feel or smell like despite the fact that I've only ever experienced senses other than vision. That's really strange to think about but its how it works for me.

URL: https://forum.audiogames.net/post/468967/#p468967




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Re: TriadCity via MUD clients

2019-10-16 Thread AudioGames . net Forum — New releases room : Garr via Audiogames-reflector


  


Re: TriadCity via MUD clients

I vote for making current better, it makes more "sense" 

URL: https://forum.audiogames.net/post/468773/#p468773




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Re: TriadCity via MUD clients

2019-10-15 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi Mark.Regarding post 16: It get your point. But, I don't think many blind people really care about it. I think it would be best to just have one world so you don't have to update multiple worlds in the future.

URL: https://forum.audiogames.net/post/468727/#p468727




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Re: TriadCity via MUD clients

2019-10-15 Thread AudioGames . net Forum — New releases room : KenshiraTheTrinity via Audiogames-reflector


  


Re: TriadCity via MUD clients

So is the combat turn-based like the early final fantasy games, or is it action oriented such as to allow combatants to participate in real time?

URL: https://forum.audiogames.net/post/468706/#p468706




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Re: TriadCity via MUD clients

2019-10-15 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

JasonBlaze wrote:I would like to know what are the features of the mud so far?is it some kind of life sim? I mean can you have a job or something? the one I know about it, is you can just explore or look around to get exp. anything else?Hi Jason,It's like a mashup of concepts from old-school MUDs and MUSHes, combined with virtual world sim like say Second Life (only not as chaotic), with some academic theory about literary Modernism, Postmodernism and computer-mediated narrative thrown in for the maybe six of us IRL who care. There are multiple paths to character growth, none of which is privileged. Yes there's exp from simply exploring, which is what brand-new characters tend to do while the players are getting used to the geography and how things work. The most rapid exp gains are from using Skills, which are Role-based, and of which there are - well I'm not even sure - maybe a hundred-ish.  If you want to hack-and-slash you can do that, if you want to build the world you can do that, if you want to just hang out and explore and chat you can do that. All of these things contribute exp. That's only a partial answer but I hope it's a start.Cheers!--Mark

URL: https://forum.audiogames.net/post/468700/#p468700




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Re: TriadCity via MUD clients

2019-10-15 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

SLJ wrote:Hi.I don't like the idea of having a world just for blind people. Does it really matter if people are blind or not when the game is accessible? I think, the way the world is written, and how its "laws of physics" work, do matter. For example, the old DikuMUD worlds are vision-centric right down to the code. "Look" is the only sense command, there's no "Listen", "Touch", "Smell" or "Taste". Vision-impairment is crippling: entering a dark room without a light source leaves you incapable of finding the exits. There are pejoratives written into the code: "If only you weren't so blind" is the response the server generates when you try to do something inside that dark room. "Blindness" is a curse/spell that can be used as an offensive weapon.By contrast, the TriadCity server platform has the ability to make all senses co-equal. All of its Rooms, Items and NPCs *can* have highly detailed sense descriptions. It's up to world authors to choose to provide them, or not. Most of our writers do - but the reality is they're not at the same level of completeness as visual descriptions. There's authorial bias in that. And, as some of y'all have pointed out to us, there are still examples of vision-bias within the code. We'll have those removed soon.So for us the practical question is: do we want to go through the TriadCity world enriching its non-visual sense descriptions - or would the effort be better spent writing a new world from the ground up in which vision is not privileged? Or, perhaps, doesn't exist at all? We haven't made up our minds, but, the concept of a new world is really growing on us. It would be *very* different to anything out there.Sorry to be so long-winded - thinking out loud. --Mark

URL: https://forum.audiogames.net/post/468699/#p468699




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Re: TriadCity via MUD clients

2019-10-15 Thread AudioGames . net Forum — New releases room : Merin via Audiogames-reflector


  


Re: TriadCity via MUD clients

I'm not 100% sure, i guess we'll see as I play around with it a bit more; all I've seen is look at stuff, get exp, pick fruits and eat 'em.  .

URL: https://forum.audiogames.net/post/468600/#p468600




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Re: TriadCity via MUD clients

2019-10-15 Thread AudioGames . net Forum — New releases room : Merin via Audiogames-reflector


  


Re: TriadCity via MUD clients

that's all I've seen in the hour I was on last night.

URL: https://forum.audiogames.net/post/468600/#p468600




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Re: TriadCity via MUD clients

2019-10-15 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: TriadCity via MUD clients

I would like to know what are the features of the mud so far?is it some kind of life sim? I mean can you have a job or something? the one I know about it, is you can just explore or look around to get exp. anything else?

URL: https://forum.audiogames.net/post/468509/#p468509




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Re: TriadCity via MUD clients

2019-10-15 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi.I remember I created an account very long time ago, but I never came far and I don't remember why, so I'll give it yet an other try to see what the game is about. I don't like the idea of having a world just for blind people. Does it really matter if people are blind or not when the game is accessible? 

URL: https://forum.audiogames.net/post/468507/#p468507




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Re: TriadCity via MUD clients

2019-10-15 Thread AudioGames . net Forum — New releases room : Orin via Audiogames-reflector


  


Re: TriadCity via MUD clients

I like the new world idea, but I don't think that blind people should be the only ones inhabiting it.

URL: https://forum.audiogames.net/post/468503/#p468503




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Re: TriadCity via MUD clients

2019-10-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Quentin wrote:Hi!I am using Mudrammer, When I type a command, it disconnect me.Hi Quentin:The settings for MudRammer are:Host: "triadcity.smartmonsters.com". Port: 9095. SSL/TLS: on. Simple Telnet Mode: on. Semicolon Commands: off.Several of us use MudRammer successfully, so, we know it works. if you have further trouble, write to supp...@smartmonsters.com and we'll sort you out. Hope to talk with you there soon!

URL: https://forum.audiogames.net/post/468460/#p468460




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Re: TriadCity via MUD clients

2019-10-14 Thread AudioGames . net Forum — New releases room : TriadCity via Audiogames-reflector


  


Re: TriadCity via MUD clients

HI all:Many thanks to everyone who's used their MUD clients over the last two weeks to check-out TriadCity. Since I posted my OP, about a hundred new folks have come by, and we've made many new friends. Really appreciate your interest and it's great to have you participating!While talking with several of you, we've begun to imagine an entirely new world where the sense of vision is either radically downplayed or doesn't exist at all. This may or may not be a parallel world to TriadCity; they may or may not interact.  We dunno yet. Would you be interested in brainstorming ideas with us, and possibly in participating in its creation? This would be a new world written from the ground up specifically for blind players, built on the TriadCity platform with the same detail and complexity as TriadCity itself. If yes, please hit me up. Write me at m...@smartmonsters.com or PM me on the SmartMonsters fora, and we'll kick around ideas.Thanks again!  Cheers!--Mark

URL: https://forum.audiogames.net/post/468457/#p468457




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Re: TriadCity via MUD clients

2019-09-29 Thread AudioGames . net Forum — New releases room : Quentin via Audiogames-reflector


  


Re: TriadCity via MUD clients

Hi!I am using Mudrammer, When I type a command, it disconnect me.

URL: https://forum.audiogames.net/post/465140/#p465140




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Re: TriadCity via MUD clients

2019-09-29 Thread AudioGames . net Forum — New releases room : queenslight via Audiogames-reflector


  


Re: TriadCity via MUD clients

Awhile back, I tried out this world. I will have to remember my login info, unless my account disappeared so many years ago. (Trenton Matthews speaking here.)In any case, for those who would like to learn more About Triad City, Czech below!https://www.smartmonsters.com/TriadCity/index.jspPS. The last time I was on Triad City it was on via Chrome OS. Glad to know more clients have now Ben supported.

URL: https://forum.audiogames.net/post/465130/#p465130




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Re: TriadCity via MUD clients

2019-09-29 Thread AudioGames . net Forum — New releases room : kingzombie via Audiogames-reflector


  


Re: TriadCity via MUD clients

So what's this game actually about? Read a bunch of stuff on the homepage but don't get what the goal or objective is. Will do some more poking around though.

URL: https://forum.audiogames.net/post/465115/#p465115




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Re: TriadCity via MUD clients

2019-09-29 Thread AudioGames . net Forum — New releases room : moonwalker via Audiogames-reflector


  


Re: TriadCity via MUD clients

I don't really like muds, but this sounds definitely interesting! I'm going to try it as soon as I can!

URL: https://forum.audiogames.net/post/465092/#p465092




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Re: TriadCity via MUD clients

2019-09-29 Thread AudioGames . net Forum — New releases room : chojiro via Audiogames-reflector


  


Re: TriadCity via MUD clients

Thanks so much!I remember this when I first signed up when it was getting started. I didn't get very far, and also didn't try that hard back in 2014. I saw this post and thought it's been a while with the alpha test UI.So I'm going to check this out again.

URL: https://forum.audiogames.net/post/465074/#p465074




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Re: TriadCity via MUD clients

2019-09-28 Thread AudioGames . net Forum — New releases room : KenshiraTheTrinity via Audiogames-reflector


  


Re: TriadCity via MUD clients

Is the combat turn-based or does it happen in realtime?

URL: https://forum.audiogames.net/post/465046/#p465046




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Re: TriadCity via MUD clients

2019-09-28 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: TriadCity via MUD clients

hi theretryed useing mush and vipmud, both do not work.edit: oh sorry, work if I use the unsecure port 

URL: https://forum.audiogames.net/post/465041/#p465041




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Re: TriadCity via MUD clients

2019-09-28 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: TriadCity via MUD clients

hi theretryed useing mush and vipmud, both do not work.

URL: https://forum.audiogames.net/post/465041/#p465041




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Re: TriadCity via MUD clients

2019-09-28 Thread AudioGames . net Forum — New releases room : Liam via Audiogames-reflector


  


Re: TriadCity via MUD clients

Wow. Just read about how much work that took. Thank you so incredibly much.

URL: https://forum.audiogames.net/post/465026/#p465026




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