MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
Re: [MUD-Dev] Dynamic muds
Justin Lockshaw wrote:
>
> :: [Ryan]
> :: Are truly dynamic
> :: rooms, in your opinion, worth spending the extra
> :: effort? In dynamic, I mean that the description changes with
>
> As a simple example I was attempting to reward players who actually
> continued to read the room descriptions by putting 'subtle'(sometimes
> far less than) clues in the room descriptions. I took this a bit too
> far apparently in one area. I had a small courtyard outside of a
> temple with a recall room high above a fountain that sat in the
> center. Unbeknownst to me I had forgotten to make the exit gate
> visible to the exit list. When I eventually opened the area for
> testing it didn't take long before I was bombarded with tells asking
> how to get out of the courtyard even though the room descriptions
> explicitly stated that there was a gate to the west which opened to
> the rest of the city. Unfortunately most of the 'subtle' hints
> that pointed to the majority of more in depth aspects of my area
> were, I must assume, never read and continue to go unnoticed,
> undiscovered, and in all other ways unused.
I think they might have trouble on CthulhuMud. I have added dynamic
weather descriptions (more for the sense of atmosphere - weather
should be more than an occasional message saying it's raining). We
also have a variety of tricks for dynamic rooms (and objects),
including ones that change by time and light. Most interesting
are the ones that change by viewer - either by level, skill or
deed. Some people can just see more than others. These are mainly
intended for use as clues, so I hope we'll end up with a lot of
exploring players. We also have rooms that can come in pairs and
tripples, moving players between them as night/dawn/day/dusk pass.
They can have different exits and we also have exits that may
change destination depending upon the parson who walks through them.
> Atmosphere is important and even if players no longer read the
> descriptions, it may bring the initial 'feel' to the mud which is
> everlasting.
Indeed so. Any hints beyond dynamic descriptions on how to get
good atmosphere? I'm specifically thinking of a dark/brooding
atmosphere.
Mik
CthulhuMud 7.1.3 from http://www.geocities.com/SoHo/Cafe/2260
CthulhuMud server: 212.17.96.215 port 9999
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- RE: [MUD-Dev] Dynamic muds, (continued)
- RE: [MUD-Dev] Dynamic muds,
Eli Stevens (KiZurich) ens017#mizzou,edu, Tue 21 Sep 1999, 23:57 GMT
- Re: [MUD-Dev] Dynamic muds,
Greg Miller gmiller#classic-games,com, Tue 21 Sep 1999, 23:59 GMT
- Re: [MUD-Dev] Dynamic muds,
Christopher Allen gmfangs#asmrb,org, Wed 22 Sep 1999, 18:09 GMT
- RE: [MUD-Dev] Dynamic muds,
Justin Lockshaw jlockshaw#signio,com, Mon 27 Sep 1999, 16:58 GMT
- Re: [MUD-Dev] Re: The Best Guy on the Mud Thing,
Ilya, Game Commandos Ilya#gamecommandos,com, Mon 20 Sep 1999, 01:21 GMT
- [MUD-Dev] Algorithms for an Infinite Universe,
Ola Fosheim Grøstad olag#ifi,uio.no, Mon 20 Sep 1999, 01:21 GMT
- [MUD-Dev] Seeking one or two creative C coders for MURP project.,
Darin De Stefano quaeris#bb2,betterbox.net, Mon 20 Sep 1999, 01:19 GMT
- Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Ilya, Game Commandos Ilya#gamecommandos,com, Sat 18 Sep 1999, 02:00 GMT
[ Other Periods
| Other mailing lists
| Search
]