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<H1>Re: [MUD-Dev] Persistant worlds, Dan</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] Persistant worlds, Dan</LI>
<LI><em>From</em>: "Huibai" <<A HREF="mailto:ashen#pixi,com">ashen#pixi,com</A>></LI>
<LI><em>Date</em>: Tue, 29 Jul 1997 22:36:07 -1000</LI>
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<PRE>
This post is a heads-up for those with interest in coordinate-
based muds, as well as bait to get Dan to stop lurking and
post about his Coors Mud.
I posted to rgma asking about finished-product coordinate-
based muds. I got only one reply, who seemed earnest in
telling me the mud was completely xyz-based. However,
the first thing I saw when I logged on was: The obvious exits
are north, east, south, and west.
I consider that to still be room-based. His building docs tell
about making sure you 'connect the room' before you build
it so that the 'numbers' stay spatially consistent. Possibly
he just attaches the xyz numbers so that NPCs can travel
intelligently. Perhaps the rooms are actually databased on
their coords, and query for adjoining 'rooms' before determining
what are valid exits.
It just wasn't what I was looking for. I was looking for a totally
coordinate-based experience. Turn east, run forward, stop,
turn 135 degrees to the left, walk to the tree. I forget who
here might have been working on that notion. If you're still
banging away at it, spam Dan with design questions.
I'll spill some beans, and leave Dan to mop them up. He's
going completely coordinate-based, with no concept of a
room. He's ripped the RoomGuts out of the java mud on
my D drive and started this version on the C drive.
He's using a data structure similar to but simpler than an
R-tree. Basically the MBRs are fixed. The world map at
any location has a Ground-Type. With 'changing environment'
in mind, Ground-Types can change/be changed. Grass will
grow from rain into brush, then trees, which will burn down.
Beaches can advance or recede; walls can be chiseled;
and of course any mud can get dried up ;). Trees can also
be harvested for lumber, mountains mined - lotty dotty.
Which leads to player building - houses, for example
(once you've cleared a site and brought lumber and tools).
The world map can change easily. What was a plain in
January 98 might be a forest by February, while island has
since been swallowed by the sea and the forest leveled to
make room for a new town (since Goodtown got dested by
those friggin population-rampant goblin tribes that Chatterley
let loose in the UO thread).
The world can be saved, of course, but as a backup, not an
intended point to 'reboot' from.
By making the world persistant and subject to some simulation
of natural tendencies, as well as making civilization-building a
player option limited by the ever-replenishing natural resources,
I too hope that this will make an attractive environment, even
before any history/story/plot/character is injected.
Please pester with questions and requests for details :)
-John G.
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] New Topic: Butthead features</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00574" HREF="msg00574.html">Re: [MUD-Dev] New Topic: Butthead features</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 21:30 GMT
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</ul>
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</ul>
<LI><strong><A NAME="00379" HREF="msg00379.html">Re: [MUD-Dev] Persistance/stability</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 05 Aug 1997, 00:20 GMT
<UL>
<LI><strong><A NAME="00391" HREF="msg00391.html">Re: [MUD-Dev] Persistance/stability</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Tue 05 Aug 1997, 14:42 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00308" HREF="msg00308.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 31 Jul 1997, 13:04 GMT
<LI><strong><A NAME="00287" HREF="msg00287.html">Re: [MUD-Dev] Persistant worlds, Dan</A></strong>,
Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Wed 30 Jul 1997, 15:29 GMT
<LI><strong><A NAME="00277" HREF="msg00277.html">Dynamic Descriptions</A></strong>,
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 30 Jul 1997, 04:41 GMT
<UL>
<LI><strong><A NAME="00373" HREF="msg00373.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>,
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Mon 04 Aug 1997, 18:36 GMT
<UL>
<LI><strong><A NAME="00496" HREF="msg00496.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 20:52 GMT
<UL>
<LI><strong><A NAME="00510" HREF="msg00510.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 13 Aug 1997, 05:01 GMT
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