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<H1>[MUD-Dev] Re: Universe Design Notes, version 061098</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Universe Design Notes, version 061098 </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 03 Aug 1998 13:17:04 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Fri, 10 Jul 1998 00:37:03 -0400 (CST) 
Mike L Kesl&lt;mlkesl#cpinternet,com&gt; wrote:

&gt; . o O ( Universe System ) O o .  (mlkesl 061098 - revised) (mlkesl
&gt; 060798 - created)

&gt; * The universe can be thought of infinite space. Inside this space,
&gt; there are worlds, represented as 255x255 grids. Each square in this
&gt; grid is a zone. Each zone has the potential to contain an area,
&gt; which in turn contains to 255x255x255 rooms (the group of rooms is
&gt; called an area).

You might like to look at the nested domain structure that has been
discussed here several times () and the threads related to
"neighborhoods" as advanced by one of the Brandon (Rickman???).

&gt; * Entering areas from zones, will require commands other than north
&gt; south east west etc. If a zone contains an area, such as a city,
&gt; there will be an area entrance in that zone which can then be
&gt; entered.

Why?  Why make one form of travel different from all the others?

&gt; no resets in world idea...  mobs can be done with random encounter
&gt; events objects, will be placed their with the area entrance objects
&gt; a separate container controls these, independent of wilderness for
&gt; example, a broken down wagon on side of road...

A thought:

  Instead of populating the world with random encounter objects which
periodically regurgititate whatever, instead have objects which attach
themselves to players as they enter an area, and which in turn
generate events partially (or entirely) tailored by the actions of
that character in the area.  Think of them as personal monitors, as
little demon's riding on their shoulders, orchestrating the area and
the character's life per their design.

  NB Such objects would or would not be removed upon removal from the
area.  Your choice.  Not removing gives history.  

  This allows very easy support for such things as Tarzan finding the
rainforest entirely docile and safe, as versus Bubba seeming to trip
over rabid carnivores and other death dealing critters and
circumstances at every other step.  The really nice thing about it
though is that the interpretation and adaption of the area to the
individual happens at the individual level rather than having to have
the area re-interpret seperated for everybody there.

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<li><strong><A NAME="00465" HREF="msg00465.html">[MUD-Dev] Re: Universe Design Notes, version 061098</A></strong>
<ul compact><li><em>From:</em> s001gmu#nova,wright.edu</li></ul>
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<UL><LI><EM>From:</EM> Mike L Kesl &lt;mlkesl#cpinternet,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Why threading? (Was: Output Classification Notes)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00538" HREF="msg00538.html">[MUD-Dev] Re: Why threading? (Was: Output Classification Notes)</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 07 Aug 1998, 17:26 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00169" HREF="msg00169.html">[MUD-Dev] Re: Output Classification Notes, version 061098</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 11 Jul 1998, 21:55 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00144" HREF="msg00144.html">[MUD-Dev] World Creation Notes, version 061098</A></strong>, 
Mike L Kesl <a href="mailto:mlkesl#cpinternet,com">mlkesl#cpinternet,com</a>, Fri 10 Jul 1998, 05:56 GMT
<LI><strong><A NAME="00142" HREF="msg00142.html">[MUD-Dev] Universe Design Notes, version 061098</A></strong>, 
Mike L Kesl <a href="mailto:mlkesl#cpinternet,com">mlkesl#cpinternet,com</a>, Fri 10 Jul 1998, 05:32 GMT
<UL>
<LI><strong><A NAME="00463" HREF="msg00463.html">[MUD-Dev] Re: Universe Design Notes, version 061098</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 03 Aug 1998, 20:20 GMT
<UL>
<LI><strong><A NAME="00465" HREF="msg00465.html">[MUD-Dev] Re: Universe Design Notes, version 061098</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Mon 03 Aug 1998, 20:38 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00140" HREF="msg00140.html">[MUD-Dev] Output Classification Notes, version 061098</A></strong>, 
Mike L Kesl <a href="mailto:mlkesl#cpinternet,com">mlkesl#cpinternet,com</a>, Fri 10 Jul 1998, 05:03 GMT
<UL>
<LI><strong><A NAME="00162" HREF="msg00162.html">[MUD-Dev] Re: Output Classification Notes, version 061098</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Sat 11 Jul 1998, 04:41 GMT
</LI>
<LI><strong><A NAME="00167" HREF="msg00167.html">[MUD-Dev] Re: Output Classification Notes, version 061098</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sat 11 Jul 1998, 21:35 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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