Minigames in MUSHes
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@Muse
I played on a game that had:- Coded card games you could play with other players
- Coded slot machines
- Coded economy (buying gear)
- Coded trade (buy/sell trade goods)
- Coded exploration through the desert
- Coded buses
- Coded shuttles
- Coded ELEVATORS
- Coded gear modding
- Coded space travel
- Coded being locked in a glass box while your body regenerated and you could see people posing outside the box but you were unconscious inside it
- Coded healthcare that you could fuck up and make things worse (I once killed a man this way)
- Coded soda machines
- Coded buying a drink from a bartender
- Coded stuff that didn’t work anymore
- A lot of coded stuff that didn’t work anymore
- Coded “bounties” for NPCs that didn’t exist
- Coded bounties for PCs that did exist
- and more that I am probably forgetting
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@Trashcan Please explain how the coded bounties for players worked.
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@Yam
There was coded money (you received a coded paycheck). You could go to a coded bounty board and offer people coded money to capture another PC for you. -
@Muse said in Minigames in MUSHes:
Out of curiosity, and totally not born from the fact that I’m newer to MUSHing but also love the idea of programming in a bunch of mini games…what sort of examples of minigames have you guys seen or imagined?
- Minigames that support the overall theme, often larger systems like crafting and economics. The 90’s had a fair number of space games where you’d sit at a virtual ship console, adjusting course to run cargo from planet A to planet B to make money. Some fantasy games had crafting commands where you could make weapons and such. One could also imagine using +commands to manage your farm animals (dunno if Firan had that). One cyberpunk game had a scavenging minigame.
- Little things that support RP, like a coded card game so you could play along while your characters were playing - placing bets and trading cards. Or a hunger mechanic so when you were RPing at the bar you’d actually want to +buy and +eat something.
- Systems to pass the time OOCly, like a jukebox in the OOC area or a slot machine that spit out random nonsense.
Once the initial novelty wore off, I never liked these kinds of systems much. They either got in the way of creativity, or were annoyingly tedious, or both.
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@Trashcan As if you’re just going to gloss over my coded soda machine in the rest of the list like that wasn’t the best piece of minigame on anything ever, the most outstanding and revelatory achievement of all time
@Faraday said in Minigames in MUSHes:
Once the initial novelty wore off, I never liked these kinds of systems much. They either got in the way of creativity, or were annoyingly tedious, or both.
This is true though, soda machine included lol
@Yam said in Minigames in MUSHes:
Please explain how the coded bounties for players worked.
There were bounties for me on there all the time, and I let people collect them from time to time. However, me putting a bounty on anyone or anything else was huge drama 100% of the time. I don’t want to get into PVP, we have another thread for that, but the bounty minigame definitely emphasized that different people have different tolerances for it.
My favorite minigame of all was when we ran Space Cargo on Into the Black MUSH, but the flight was not automated, you just had to sit there and be ready to navigate the proper coordinates at the proper moment for an hour. If you failed to do it properly then you flew off (into the black, I suppose) and ran out of air and died and staff had to resurrect your entire crew from the dead room.
That sucked. lol.
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@Tez So what I am hearing is I should make puppy-eyes at Tehom to do this for Arx II. Over Aion knows how many months.
cries in database schema
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@dvoraen said in Minigames in MUSHes:
@Tez So what I am hearing is I should make puppy-eyes at Tehom to do this for Arx II. Over Aion knows how many months.
cries in database schema
No one should ever make puppy-eyes at any coder for anything. If I want these things, I* will make them myself.
*claude
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I loev minigame. I don’t know how much it actually contributes to RP, but it definitely contributes to my fun.
I derived great joy, on Firan, from making lunch baskets of coded food and sending them to my IC sponsor to make him eat. It became a running joke. The funniest instance was when I (and therefore, my character) accidentally sent the lunch of awful quality food that I was saving for myself.
IDK, sometimes it’s just fun, OK.
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@Tez said in Minigames in MUSHes:
No one should ever make puppy-eyes at any coder for anything.
Unless that is your normal expression when offering reasonable sums of money for labour.
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I suddenly now want a programmed cat cafe where the cats are interactive and their affection levels for PCs increase with affection/treats. Man I really appreciate you guys sharing, there’s a lot of inspiration in these.
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@Muse KITTY
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I really liked a few of the things @Jumpscare had done in Silent Heaven, even though I didn’t get to play with many of them while I was there. But you had forensic kits you could carry around and read fingerprints, or other forensic evidence from people who had been in rooms previously.
Something like that tied into a robust investigation setting would be super cool for a mystery/crime focused game.
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@Muse said in Minigames in MUSHes:
examples of minigames
So this isnt a minigame because it was the entire point of BTMux, but you basically piloted Battlemechs in real time, your range based on distance between your X,Y,Z coords, tracked in… a way. Basically think a top down version of Mechwarrior Online.
I tried for a couple years to convince them to add RPG +sheets, but never got it off the ground.
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@Jennkryst said in Minigames in MUSHes:
I tried for a couple years to convince them to add RPG +sheets, but never got it off the ground.
I’m guessing this was prior to the creation of Mechwarrior: Destiny?
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Ye gods, DiscworldMUD. So many coded minigames, from crafting to shop running, to actual, literal games – poker? Board games? It was all there.
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@MisterBoring said in Minigames in MUSHes:
I’m guessing this was prior to the creation of Mechwarrior: Destiny?
Yes, but long after the creation of the original Mechwarrior RPG (1986). They just wanted a text-based battle sim, not a RP MU.