<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Re: BUILDERS: Ferries --> <!--X-From-R13: Enheba <qybirNxhfq.xhfq.rqh> --> <!--X-Date: Fri, 05 Dec 1997 02:24:05 +0000 --> <!--X-Message-Id: 3487666C.77B5#kusd,kusd.edu --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199712040646.GAA64348#out4,ibm.net --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Re: BUILDERS: Ferries</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:dlove#kusd,kusd.edu"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00498.html">Previous</a> | <a href="msg00500.html">Next</a> ] Thread: [ <a href="msg00490.html">Previous</a> | <a href="msg00506.html">Next</a> ] Index: [ <A HREF="author.html#00499">Author</A> | <A HREF="#00499">Date</A> | <A HREF="thread.html#00499">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Re: BUILDERS: Ferries</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <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: BUILDERS: Ferries</LI> <LI><em>From</em>: Sauron <<A HREF="mailto:dlove#kusd,kusd.edu">dlove#kusd,kusd.edu</A>></LI> <LI><em>Date</em>: Thu, 04 Dec 1997 20:26:52 -0600</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> > My first mortal mud, Silicon Realms, had twelve "ferry" rooms to various > parts of the mud (there were only 2-2.5k rooms in the world) but no way to > access them via land. That was an easy out for the imps and made player's > lives easier but at the same time made the world seem less real. When I > think of my own world, which I don't even know as well as I knew the SR > world, I can envision it as a connected planet (the map on my wall > doesn't hurt). I found out after months of playing SR that I had the > world completely turned upside down and inside out and didn't know it well > at all--although I know the sequence of directions to get in and out of > the various areas I really had no concept of the world as a whole. That > was a disappointing discovery. In order to avoid this exact scenario in my mud I have started with a map of the world, creating continents, oceans, major landmarks and other places of interest which will be the majority of the programmed rooms on the mud when I and my co-God Locke are done. One of the challenges I have found both interesting and enjoying about working with an entirely original theme is that of creating a believable world with an enthraling history which draws people in. As of this moment I am working on refining that very history. The map of the world (known as Nighton) is completed and Locke is "enlarging" my basic sketches. All in all, I think that the world should not develop around the rooms, but the rooms around the world allowing for expandablitly and for a dynamic and changing world. For example, you have an initial 12,000 rooms that cover the central cities on each of the major continents. You can then at your leisure expand upon these major centers further out into your continents thereby expanding your playable world without redesigning the entire world. Many muds run into the problem of players "wearing out" areas and becoming bored with what they have. This provides a fairly easy solution for one who does not want to program the entire world beforehand (which I intend to do). Concerning the matter of IC travel across long distances such as oceans or "blank area" between important areas, I think it should take some time for a player, however, they shouldn't have to sit at their terminal for two hours waiting to finish crossing an ocean. I believe if you follow the general rule: "keep it realistic (as applying to RL) only if it does not interfere with the overall enjoyment of the players" works effectively in this situation. -Sauron </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00506" HREF="msg00506.html">Re: BUILDERS: Ferries</A></strong> <ul compact><li><em>From:</em> s001gmu#nova,wright.edu</li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00490" HREF="msg00490.html">Re: BUILDERS: Ferries</A></STRONG> <UL><LI><EM>From:</EM> coder#ibm,net</LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00498.html">Re: [MUD-Dev] Guilds & Politics [was Affecting the World]</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00500.html">Re: [MUD-Dev] Guilds & Politics [was Affecting the World]</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00490.html">Re: BUILDERS: Ferries</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00506.html">Re: BUILDERS: Ferries</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00499"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00499"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Re: BUILDERS: Ferries</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="00879" HREF="msg00879.html">Re: [MUD-Dev] Re: BUILDERS: Ferries</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 19 Dec 1997, 17:59 GMT </LI> </ul> </ul> </LI> <LI><strong><A NAME="00508" HREF="msg00508.html">RE: [MUD-Dev] Seminal Designs, WAS: Alignment</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Sat 06 Dec 1997, 00:04 GMT <LI><strong><A NAME="00493" HREF="msg00493.html">Re: [MUD-Dev] OT: forests and such</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 04 Dec 1997, 15:47 GMT <LI><strong><A NAME="00490" HREF="msg00490.html">Re: BUILDERS: Ferries</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 04 Dec 1997, 06:41 GMT <UL> <LI><strong><A NAME="00499" HREF="msg00499.html">Re: [MUD-Dev] Re: BUILDERS: Ferries</A></strong>, Sauron <a href="mailto:dlove#kusd,kusd.edu">dlove#kusd,kusd.edu</a>, Fri 05 Dec 1997, 02:24 GMT <UL> <LI><strong><A NAME="00506" HREF="msg00506.html">Re: BUILDERS: Ferries</A></strong>, s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Fri 05 Dec 1997, 22:36 GMT <UL> <LI><strong><A NAME="00519" HREF="msg00519.html">Re: [MUD-Dev] Re: BUILDERS: Ferries</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 07 Dec 1997, 19:19 GMT <UL> <LI><strong><A NAME="00552" HREF="msg00552.html">[MUD-Dev] World Design</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 09 Dec 1997, 05:25 GMT </LI> <LI><strong><A NAME="00556" HREF="msg00556.html">Re: [MUD-Dev] Re: BUILDERS: Ferries</A></strong>, Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Tue 09 Dec 1997, 07:45 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>