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    Reason

    @Reason

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    Best posts made by Reason

    • Interest in Cyberpunk MU*?

      How much interest would there be there in a Cyberpunk MU*? I've noticed that Cyberpunk Red is being released this summer (in anticipation of the CDPR Cyberpunk 2077 game), which seems like CP 2020 rules with a facelift.

      I got as far as building a 5th edition Shadowrun MU* but never opened the doors once I started really digging into the Matrix and realized how terrible the Matrix rules were. 6th Edition appears completely unsalvageable -- much of that work on the never-opened SR site could be refactored into a CP game though.

      Are there any redflags about the Cyberpunk (Interlock? Fuzion?) game system that make it unsuitable for a MU*? Too crunchy? Not crunchy enough?

      posted in Mildly Constructive
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    • RE: Interest in Cyberpunk MU*?

      Okay. Finished +sheet schema tonight, need to code a view up to it w/ a +sheet command, then finish CG and wire it up to build out finished +sheets, and wire up the +roll commands so you can roll skills vs. just dice.

      Will see how much progress can be made between now and the new year.

      Might be close enough to put a post in the Advertisements board.

      -r

      posted in Mildly Constructive
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    • RE: Interest in Cyberpunk MU*?

      Zero progress over last two weeks. Welcome to FY21Q1, where life comes at you a million miles an hour.

      Sometimes no update is an update.

      Chargen still waiting on a good inventory system to manage individual pieces of gear. Everything else is done.

      -r

      posted in Mildly Constructive
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    • RE: Evennia 0.9.5 released!

      @A-Meowley 100%

      A key difference is unlike ye olde MU* code bases of yesteryear that were these weird soft-code languages that reminded me of some LISP derivative, Evennia doesn't have any softcode but because it's Python you don't have to like recompile the whole damn game when you make a code change, you just give it a quick reload.

      So portable + easy to code. It's a super winner.

      posted in Adver-tis-ments
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    • RE: What's So Hard About Ruby?

      @derp said in What's So Hard About Ruby?:

      So I've seen a couple of comments now to the effect of 'Ugh, Ruby is such a pain and so hard to program in', and admittedly I'm kind of lost on that one. Especially when it comes from people that can do MU-code and/or are working on Python for Evennia.

      Python, to me, seems infinitely more finicky and picky about all of its various little whatsits and One True Right and Only Way-ism. And yet, people still think Ruby is harder?

      Why? What's the deal?

      Genuinely curious. I'm a ruby amateur, but I'm wondering if there's some kind of programming pitfall that I'm about to step into down the line.

      Huh. I've never heard anyone say Ruby is hard to program in.

      It is a pretty friendly language, all things considered. And both Ruby and Python share some common lineage. In the end I think a lot of it comes down to personal preference (which is generally true of most languages except PHP, which is an abomination and should have no claim to life).

      -r

      posted in Game Development
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    • RE: Interest in Cyberpunk MU*?

      About half-way through w/ coding up a functional CP: Red Character Generation system. System is pretty clean and looks like it supports a wide range of play styles.

      I've always maintained that there are really three things essential for a game: +dice, +sheets, and +CG -- and of those, +CG is the hardest to actually code correctly because poor usability will kill it.

      So, if I get through w/ the second half of +CG I think there's a game here. Will hold back on making a formal Advertisement announcement until +CG is done, and +dice/+sheet are close to done.

      -r

      P.S. Sorry for the thread necromancy.

      posted in Mildly Constructive
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    • RE: Interest in Cyberpunk MU*?

      @thebigd Well. Should probably level-set expectations as "no promises". I'll probably start ripping apart and reimplementing chargen to further separate data + logic + view concerns and maybe make the code a little cleaner to manage and maintain in the next few days.

      When that's done, I'll have chargen + sheet + dice code. Then there's the matter of a grid, and looking at any additional systems (like... how necessary is in-game mail in this day and age?) required for a "minimal viable product" alpha launch.

      Currently I think I'll set the game in Night City give its the best defined in the CP:Red time period.

      And even setting aside code, there's the matter of sourcing a crew of reasonable alpha players and some RP Admins to keep things lively -- I won't be able to carry this thing entirely on my back.

      I had wanted to have that bare-necessities code in place by Jan 1. Probably pushing that back a little bit just based on the need to maintain a sustainable pace.

      -reason

      posted in Mildly Constructive
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    • RE: Interest in Cyberpunk MU*?

      So, the unfortunate reality is that I had two AWESOME weeks over Christmas break to get deep on coding followed by... a good solid quarter of being personally oversubscribed to way too many commitments. My hope at the time had been to wrap the game up into a functional state and sort of get enough momentum that it could sustain itself while I periodically maintained a few bits or added some features as needed.

      Boy that looks naive based on the last 3 months!!

      That said, instead of just letting this die, I'll find some time to clean up the repo where my work was hosted and post that out for anyone that wants to either continue it, use it for inspiration, or purely just laugh at how duct-tape-and-bailing-wire-hacktastic the code I threw together is (but it works!). Sorry folks! Maybe next December I'll catch another break. 😉

      Until then, something something for all the fish.

      -r

      posted in Mildly Constructive
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    • RE: Podcast/interview about Evennia

      Coming out of post retirement to say: "Right on @Griatch." 🙂

      P.S. I just pulled your Evennia Container. I realized I needed a pet AWS project. With Shadowrun 6th edition right around the corner, the timing just seemed right.

      posted in Adver-tis-ments
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    • RE: Interest in Cyberpunk MU*?

      Let's see...

      CharGen update: Roles, Attributes, and Skills are done. Weapons and Armor are done. Wasn't able to finish it up over Thanksgiving, maybe will find some time over the Holiday break.

      Cyber / Gear are next -- really, the barrier to progress is that the process of building the data for all of that is such a manual process of cutting/pasting, it sucks the life out of your soul. 🙂

      +Dice code is always trivial. +Sheet code can probably be iteratively improved as long as it shows the bare essentials in a usable form.

      The more I read the core rules the more I think some automated +lifestyle code and +hustle code for side jobs is probably worth implementing as well.

      Anyway, all for now.

      -r

      posted in Mildly Constructive
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    Latest posts made by Reason

    • RE: Mush Soapbox spin-off?

      @Nessa Cool! Could be the one, thanks will take a peak. 🙂

      -r

      posted in Mildly Constructive
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    • RE: EUBanana/Death has passed away

      Really one of the stand-out contributors to the genre over the decades. Creative, determined, and always generous (even in disagreement).

      You'll be missed, EUBanana.

      -r

      posted in A Shout in the Dark
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    • Mush Soapbox spin-off?

      I caught wind that there may have been a spin-off forum from Mush Soapbox that someone started up? Another group of MUSH players that decided to start up a forum dedicated to MUSHing?

      If so, would someone mind sending me a link? Either posted in thread or Direct Message?

      Thanks!

      -r

      posted in Mildly Constructive
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    • RE: Dune

      @silverfox said in Dune:

      To clarify: DUNE the original book and the few after I remeber enjoying greatly.

      The sequels were just a bit much.

      The original novel was peak Dune, and written with a manageable amount of LSD/Mushrooms. The psychedelics start to overwhelm the subsequent novels to the point that, yeah, of course we're all just sand worms, it all makes sense man.

      -r

      posted in Readers
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    • RE: Dabbling, Mastery, Dunning–Kruger etc

      @runescryer said in Dabbling, Mastery, Dunning–Kruger etc:

      We have more information freely available to humanity than ever before. But it's just as important that we know how to understand the information presented to us. How to separate out the facts from the opinions that are presented as 'facts'.

      This is substantially true. Additionally, the opportunity to be presented with opposing views that challenge of own are increasingly more difficult to come across -- ranging from the communities we live in, work in, subscribe into, etc.

      Increasingly we encounter strawmen caricatures of actual opposing viewpoints, which acts to our disservice -- we lose the ability to rationally engage with opposition, and fail to correct the parts of our own foundational understandings that require refinement because they are, at best incomplete, at worst... worse.

      -r

      posted in Tastes Less Game'y
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    • RE: Weird or unrealistic gaming... stuff

      @greenflashlight said in Weird or unrealistic gaming... stuff:

      That mutation has bred true 100% of the time ever since, so we may safely conclude no future generations shall have people named Bianca, either.

      As a time traveler from the future, can confirm this is correct. 🙂

      As far as weird/unrealistic gaming stuff, I hate how characters in d20-based worlds mature and grow their skills to increase success in 5% increments. Linear probability is garbage, and game systems that adopt it should be ashamed of themselves.

      -r

      posted in Mildly Constructive
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    • RE: FFG L5R

      @jennkryst said in FFG L5R:

      @reason I will break the game, but sure.

      ...

      I'm not joking, I crashed the HSpace 5 test server like 11 times running the dumbest of commands. (Specifically, the dumbest one I can recall at the moment was when I jettisoned cargo while the ship was spinning in place. This tried to put rotational velocity onto a cargo object that did not have a place for rotational velocity to go... this caused the game to shit itself)

      But yeah, I'll test chargen code when it gets ready, sure.

      Cool. I may take you up on that. And no need to apologize in the event that you crash my test server -- that's the point of testing, afterall. 🙂

      -r

      posted in Mildly Constructive
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    • RE: FFG L5R

      @jennkryst said in FFG L5R:

      AS FOR RUNNING GAME! I... can't be bothered to run PLOTS, since I barely have time to RP my existing characters, but I will totally help run the math for chargen, be an XP or maybe equipment monkey, and also help to write up the NPC social web diagrams of not just whatever location gets picked, but also all of the places (making sure that the three Crane PCs from the same neighboring city aren't working at odds because they each think the Daimyo wants something different, for example).

      Now I just need someone who knows how code and who wants the responsibility of plotz and hosting and whatever.

      If your assistance extends beyond XP/Equipment monkeying to include some eventual Chargen Testing, let me know. 🙂

      -r

      posted in Mildly Constructive
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    • RE: Talking 'Bout Ares

      @faraday said in Talking 'Bout Ares:

      @reason No offense meant or taken. I was just responding to your assertion that it was solely a matter of personal preference. I see it as a usability issue, which goes a bit deeper.

      Fair. Design paradigm may have been a better description than personal preference -- there's a notion of preference in a design paradigm, of course, but it may transcend the personal. For instance, in your case, a design paradigm that heavily caters to the users of the system itself (which, may not be a bad paradigm to adopt!).

      @rnmissionrun said in Talking 'Bout Ares:

      I have noticed that one of the most common complaints that I hear about MUSH on the Evennia Dev site, is the "weird and confusing" command syntax. This includes command prefixes, switches and use of the "=" sign to separate args.

      That sounds like the 'Default MUX Parser' version of the Evennia command parser. That's one of the configurations you can inherit into the game, or use at discretion. Mimics some/most/all of TinyMU* syntax, IIRC. Should be optional to implement, though could be the default configuration.

      -r

      posted in Game Development
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    • RE: Talking 'Bout Ares

      @faraday said in Talking 'Bout Ares:

      @reason said in Talking 'Bout Ares:

      For example, my own preferences include the reservation of special characters to denote contextual elements of the associated commands.

      Yes, that aptly describes the historical significance of the different prefixes. However, my experience tells me that the average player doesn't actually care whether something is implemented as a global, local, or character-specific command, and find the prefixes confusing and non-intuitive.

      So while everyone is certainly entitled to their personal preferences on the matter, the feedback I've received is overwhelmingly in favor of removing the prefixes - to the point where players complain when they have to go back to other codebases that still use them. So from a usability perspective, I respectfully disagree that they it is advantageous to include it as a game-specific option.

      Side note - Ares also doesn't have the necessity of differentiating between the built-in @desc and the game's custom +desc. There's just one "desc" global, which you can override with custom code if you need to.

      Like you said, though, there are other platforms that do this if it's really important to your game vision.

      I feel like you may be under the impression that I'm advocating that you do something different than you have, or am trying to influence/change your preference.

      If that's the case, let me disabuse you of that notion -- the default position that you've taken mirrors the default position of the only other modern-language MU* framework. I think you're in good company. 🙂

      I don't share your preference and I don't look down on you for having it. 🙂

      -r

      posted in Game Development
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