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Re: [MUD-Dev] Re: Dynamic muds
>>>>> "Chris" == Chris Gray <cg#ami-cg,GraySage.Edmonton.AB.CA> writes:
Chris> I suspect the user gets tired of some of the details fairly quickly. Are
Chris> there controls for displaying levels of detail?
We have only two standard LPMud modes: full and brief. Output
of brief like the following:
--- cut here ---
> w
The Road (nw,n,ne,w,e,sw,s,se).
> n
The Field (nw,n,ne,w,e,sw,s,se).
>
--- cut here ---
Chris> Are there ways of moving that don't require the multi-line
Chris> mini-map display each time?
The example I sent was a bit bad choice. The map is obligatory
for our "wilderness" rooms. We do not have maps for areas
built by our builders (unless they have made such feature).
>> It starts to rain.
Chris> The descriptions before and after this listed a clear sky. This doesn't
Chris> fit properly in that case. Since the coming and going of clouds heavy
I noticed that too and decided to leave it to the example. I
know that atleast you read the example carefully through :-)
Petri
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MUD-Dev maillist - MUD-Dev#kanga,nu
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- Thread context:
- [MUD-Dev] Creating a mudlib,
Solmyr of the Azure Star solmyr#kolumbus,fi, Tue 21 Sep 1999, 23:59 GMT
- [MUD-Dev] thoughts on 'realism',
Matthew Mihaly diablo#best,com, Tue 21 Sep 1999, 23:54 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Ilya, Game Commandos Ilya#gamecommandos,com, Tue 21 Sep 1999, 00:03 GMT
- <Possible follow-up(s)>
- Re: [MUD-Dev] Re: Dynamic muds,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 21 Sep 1999, 23:58 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Emil Eifrém emil#windh,com, Thu 23 Sep 1999, 21:05 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Ilya, Game Commandos Ilya#gamecommandos,com, Fri 24 Sep 1999, 00:39 GMT
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