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[MUD-Dev] Re: MUD Design doc (long)
Nathan F Yospe wrote:
>
> On Fri, 18 Dec 1998, Mik Clarke wrote:
> :This can be done by adding 'smellable' objects to rooms in the same
> :fashion as 'examinable' objects are added. Diku/ROM uses extra
> :descriptions - with a little rewiring the same mechanism can also do
> :smell, listen, touch and taste (although the effects for touch and taste
> :might be a bit more complicated).
>
> This *should* be done by making the root object explicitely "scentless",
> and deriving doors and such from them, and by actually having props when
> you have descriptions. (Of course, I'm biased, as props are all that can
> be done under my own design.) If you can smell it, you should be able to
> pluck it, burn it, trample it, and fertilize it.
Yes and no. Props take more resources (and more builder time) than 2 or
3 line extra descriptions tagged onto a room. Using the descriptions
you can make a detailed (and explorable) description for a room or an
area that is much more efficient than one that has 5 or 6 props standing
around in each room just to add background flavour. I tend to use props
only for game significant items.
Mik
--
http://www.geocities.com/SoHo/Cafe/2260
- Thread context:
- [MUD-Dev] Re: MUD Design doc (long), (continued)
- [MUD-Dev] Re: MUD Design doc (long),
Caliban Tiresias Darklock caliban#darklock,com, Mon 04 Jan 1999, 19:59 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 05 Jan 1999, 03:15 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Koster, Raph rkoster#origin,ea.com, Tue 05 Jan 1999, 17:54 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Mik Clarke mikclrk#ibm,net, Fri 08 Jan 1999, 20:16 GMT
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