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Re: [MUD-Dev] Re: Dynamic muds
On Sun, 26 Sep 1999, Chris Turner wrote:
> If you take a forest as an example, to start with it is a single object. It
> knows what kinds of tree live in it and thats about it. If a player walks
> past, he'll get a basic description ... "you can see a forest to the north."
> As he moves closer it'll start fleshing out the details - adding random tree
> objects to the outlying visible part of the forest. The more the player
> looks, the more detail it puts into the trees and the more trees it creates.
> The more detail the trees get the longer they last - the player could come
> back later expecting to see the same trees.
This also opens the possibility of being able to easily vary detail
levels. Besides allowing a 'brief level' (say, 1 to 10) which controls
how much text the player sees, different characters could see different
things. For example, a ranger might notice what kinds of trees are in
the forest, whereas a layman would see a bunch of trees that all look
alike. By the same token, a giant might see 'some shoulder-height trees'
whereas a normal human would see 'some very tall trees', etc.
Adam
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- Thread context:
- Re: [MUD-Dev] Re: Dynamic muds, (continued)
- Re: [MUD-Dev] Re: Dynamic muds,
David Bennett ddt#discworld,imaginary.com, Fri 24 Sep 1999, 03:21 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Christopher Allen - GM Fangs GMFangs#ASMRB,ORG, Fri 24 Sep 1999, 03:22 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Spin spin#triode,net.au, Fri 24 Sep 1999, 03:54 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Chris Turner christ#rd,bbc.co.uk, Mon 27 Sep 1999, 16:59 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Ilya, Game Commandos Ilya#gamecommandos,com, Fri 24 Sep 1999, 04:33 GMT
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