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Re: [MUD-Dev] Re: Dynamic muds
Petri Virkkula wrote:
>
> >>>>> "ryan" == ryan <ixiterra#microworld,com> writes:
>
> ryan> Builders - Are you willing to put the extra code forth to make
> ryan> rooms much more versatile as season and day/night changes occur?
> ryan> Possibly other things as well.
>
> Inour case dynamic descriptions do not mean burden to builders
> at all. All our rooms a inheriting a common base class that
> defines the following two functions (among other things) that
> are enough for the system to generate dynamic descriptions:
However, you don't get anything for free, and though the descriptions are
better than many hand-crafted ones you'll find, they seem to be inferior
to what a decent writer could produce. My (current) opinion
is that a well written snapshot in time is more pleasing to
play in than a more technically correct system that changes, but can never
be fine prose.
I do like the fertility thing... I think it would be better used to 'grow'
items in the room though, instead of conglomerating it into the description...
> > e
> yyyyyyyRc You are walking on a road going east and west. The road is made of
> yyyyyyyRc stones. There are some trees near the road. The road looks like it
> yyy+*--=c is being used a lot. Above you is a warm, slowly moving, heavily
> yy/yyyyRc clouded sky. A light wind stirs the air.
> y/yyyyyRc Obvious exits are: nw, n, ne, w, e, sw, s and se.
--
Ben Greear (greear#cyberhighway,net) http://scry.wanfear.com/~greear
Author of ScryMUD: scry.wanfear.com 4444 (Released under GPL)
http://scry.wanfear.com
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- Thread context:
- Re: [MUD-Dev] Re: Dynamic muds, (continued)
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