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[MUD-Dev] Re: Tactical Interest
On Fri, Sep 17, 1999 at 03:16:36PM -0700, Adam Wiggins wrote:
<snipped>
> This gives me an opening to plug one of my favorite concepts: the idea
> that a given attribute is neither good nor bad, but simply affects your
> character and the world around it in many ways.
This is one of mine too, when I first started playing with existing mud
bases, I was amazed at the amount of information that they had implemented,
but only referenced in one or two instances. After taking the trouble to
put that information in, the checking and manipulation of it is a piece of
cake.
I think this is mainly caused by poor communication between coders and
the lack of treating objects as generically as possible.
Cheers,
Malcolm Valentine
--
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\/ I \/
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1#142 - 4 msgs, (continued)
- Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1#142 - 4 msgs,
Travis S. Casey efindel#io,com, Fri 17 Sep 1999, 17:47 GMT
- Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Hans-Henrik Staerfeldt hhs#cbs,dtu.dk, Fri 17 Sep 1999, 17:48 GMT
- Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Adam Wiggins adam#angel,com, Fri 17 Sep 1999, 23:21 GMT
- Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Par Winzell zell#alyx,com, Tue 17 Aug 1999, 22:25 GMT
- [MUD-Dev] Designing fun sims. (was Re: MUD-Dev digest, Vol 1 #142 - 4 msgs),
Ola Fosheim Grøstad olag#ifi,uio.no, Tue 17 Aug 1999, 22:25 GMT
- RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Koster, Raph rkoster#origin,ea.com, Tue 17 Aug 1999, 18:42 GMT
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