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<H1>[MUD-Dev] Re: MUD Design doc (long)</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: MUD Design doc (long)</LI>
<LI><em>From</em>: Mik Clarke &lt;<A HREF="mailto:mikclrk#ibm,net">mikclrk#ibm,net</A>&gt;</LI>
<LI><em>Date</em>: Fri, 08 Jan 1999 15:36:41 +0000</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Nathan F Yospe wrote:
&gt; 
&gt; On Fri, 18 Dec 1998, Mik Clarke wrote:
&gt; :This can be done by adding 'smellable' objects to rooms in the same
&gt; :fashion as 'examinable' objects are added. Diku/ROM uses extra
&gt; :descriptions - with a little rewiring the same mechanism can also do
&gt; :smell, listen, touch and taste (although the effects for touch and taste
&gt; :might be a bit more complicated).
&gt; 
&gt; This *should* be done by making the root object explicitely "scentless",
&gt; and deriving doors and such from them, and by actually having props when
&gt; you have descriptions. (Of course, I'm biased, as props are all that can
&gt; be done under my own design.) If you can smell it, you should be able to
&gt; pluck it, burn it, trample it, and fertilize it.

Yes and no.  Props take more resources (and more builder time) than 2 or
3 line extra descriptions tagged onto a room.  Using the descriptions
you can make a detailed (and explorable) description for a room or an
area that is much more efficient than one that has 5 or 6 props standing
around in each room just to add background flavour.  I tend to use props
only for game significant items.
 
Mik
-- 
<A  HREF="http://www.geocities.com/SoHo/Cafe/2260">http://www.geocities.com/SoHo/Cafe/2260</A>




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<li><strong><A NAME="00095" HREF="msg00095.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>
<ul compact><li><em>From:</em> Nathan F Yospe &lt;yospe#hawaii,edu&gt;</li></ul>
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<ul><li>Thread context:
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<LI><STRONG>[MUD-Dev] Re: MUD Design doc (long)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00037" HREF="msg00037.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 04 Jan 1999, 19:59 GMT
</LI>
<LI><strong><A NAME="00042" HREF="msg00042.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 05 Jan 1999, 03:15 GMT
<UL>
<LI><strong><A NAME="00043" HREF="msg00043.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 05 Jan 1999, 04:32 GMT
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</UL>
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<LI><strong><A NAME="00044" HREF="msg00044.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 05 Jan 1999, 17:54 GMT
</LI>
<LI><strong><A NAME="00090" HREF="msg00090.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:16 GMT
<UL>
<LI><strong><A NAME="00095" HREF="msg00095.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 08 Jan 1999, 22:15 GMT
<UL>
<LI><strong><A NAME="00100" HREF="msg00100.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Sat 09 Jan 1999, 21:28 GMT
<UL>
<LI><strong><A NAME="00102" HREF="msg00102.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#uhunix1,its.Hawaii.Edu">yospe#uhunix1,its.Hawaii.Edu</a>, Sun 10 Jan 1999, 01:31 GMT
<UL>
<LI><strong><A NAME="00103" HREF="msg00103.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Sun 10 Jan 1999, 20:28 GMT
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