1997Q2/
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<H1>Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</LI>
<LI><em>From</em>: <A HREF="mailto:caliban#darklock,com">caliban#darklock,com</A> (Caliban Tiresias Darklock)</LI>
<LI><em>Date</em>: Sat, 24 May 1997 20:48:35 GMT</LI>
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<PRE>
On Sat, 24 May 1997 11:38:24 PST8PDT, clawrenc#cup,hp.com wrote:

&gt;You would have loved the stuff I did for ShadowHouse:  
&gt;
&gt;  The Blue Grass Path was a transdimensional path.  

I've done similar sorts of areas... it's tough to design it in such a
way that it's elegant. Really a sweet idea.
  
&gt;  Fortress Fract involved retrieving the ever lost and ever wandering
&gt;Princess Julia and returning here to her to King Mandel.  Simple on
&gt;the face of it, but getting to Fortress Fract involved either solving
&gt;a large portion of the Blue Grass Path, or re-constructing the Human
&gt;Powered Catapult with the appropriate human skins (what it was tied
&gt;together with) and climbing aboard to be shot towards the castle
&gt;(weight dependant -- how much you carried determined where you landed,
&gt;and whether you lived or died upon landing).

NICE. You are twisted, demented, and sick. I love that.

&gt;  Once in the Fortress (which resided in the middle of an impassible
&gt;lake (monsters and vortexes -- thus the catapult or the BGP))
&gt;returning to shore was equally difficult.  

Not more? Gee. I'm disappointed. ;)

&gt;  The fortress itself was another variation on a maze, but this time a
&gt;maze where the player's actions mutated the maze at runtime.  

Oh, GOD. I have been wrestling with getting something like this to work
right in a game... I have all the proper working code in place, but it's
the actual design of the maze which drives me nuts. I don't want any
possibility of someone getting stuck someplace where they can't get out.

&gt;  Oh yeah, and the entire floor at each level was also formed like one
&gt;of those tile games 

Holy shit. I love it. 

&gt;  At the bottom of all this all wandered the lost Princess Julia.  At
&gt;the top in the Throne Room stood King Mandel.  Find Julia, persuade
&gt;her to follow you, re-catch her every time she wanders off, and get
&gt;her all the way back to Mandel, all while a dozen or so other players
&gt;were attempting the same 

*LOL* I love this. This sounds great. I would have been screaming and
carrying on in less than ten minutes.

&gt;The difference I think here, as compared to Miro's view, is that I'm
&gt;conciously manipulating the language I chose and my character's
&gt;actions to in turn manipulate the viewpoint other players have of that
&gt;character.  Its less a question of playing a role in a play, than of
&gt;artificing a scheme using the people about one.  There's a *lot* of
&gt;scheming and exact plotting and placement required -- which is
&gt;probably why I don't do it anymore.

But it's so much more rewarding when it works!

-+[caliban#darklock,com]+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
 I am here to grind your eyes harder into the miasmic bile of life; to 
 show you the truth and the beauty in the whisper of steel on silk and 
 the crimson scent of blood as it rises to meet the caress of a blade. 
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+[<A  HREF="http://www.darklock.com/]+-">http://www.darklock.com/]+-</A>

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<li><strong><A NAME="00754" HREF="msg00754.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>
<ul compact><li><em>From:</em> coder#ibm,net</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
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<ul compact>
<LI><strong><A NAME="00719" HREF="msg00719.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Fri 23 May 1997, 20:34 GMT
</LI>
</ul>
<LI><strong><A NAME="00688" HREF="msg00688.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 22 May 1997, 06:46 GMT
<UL>
<LI><strong><A NAME="00697" HREF="msg00697.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 23 May 1997, 03:59 GMT
<UL>
<LI><strong><A NAME="00726" HREF="msg00726.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 24 May 1997, 07:38 GMT
<UL>
<LI><strong><A NAME="00740" HREF="msg00740.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 25 May 1997, 03:38 GMT
<LI><strong><A NAME="00754" HREF="msg00754.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 25 May 1997, 07:21 GMT
</LI>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00699" HREF="msg00699.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Fri 23 May 1997, 04:54 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00657" HREF="msg00657.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Wed 21 May 1997, 19:29 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00164" HREF="msg00164.html">Re: Issues from the digests and Wout's list</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 20 Apr 1997, 05:15 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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