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<H1>RE: [MUD-Dev] The MLI Project</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>'" <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI>
<LI><em>Subject</em>: RE: [MUD-Dev] The MLI Project</LI>
<LI><em>From</em>: "Koster, Raph" <<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>></LI>
<LI><em>Date</em>: Thu, 26 Feb 1998 09:17:11 -0600</LI>
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<PRE>
On Wednesday, February 25, 1998 5:16 PM,
cg#ami-cg,GraySage.Edmonton.AB.CA wrote:
> [Caliban:]
>
> :One of the things I've been enamored with lately is a throwback to
Ultima
> :1. If anyone remembers that game, the way it worked was that you
wandered
> :around in a tile-based graphic world until you got to a dungeon,
and then
> :it went to a 3D first person view. So I got to thinking...
>
> I played a bit of the early ones on a friend's Apple-II. Is it true
that
> there was also a space mode on the first one? It doesn't sound
reasonable,
> but that's what I was told.
Ultima I used a redefined B&W character set at 80x24 for all
graphics,including the "3d" dungeon view, which was very simple. The
space sections were overhead view, with an asterisk for a star, and
little ship icons... Space got left out of all subsequent Ultimas, and
Richard now says he was "putting the kitchen sink in" and now knows
better. :)
Ultimas II through VI were basically still an overhead system, though
more colors and detail accrued. (e.g by II it was no longer B&W).
Starting at VII the perspective started to change.
> Ultima went to a third display mode for tactical stuff,
> but I don't think that would be appropriate for a MUD, since the
arrival
> of wandering NPC's or other PC's could then trigger a mode switch -
bad
> user interface design! I also don't like some of the alternatives -
the
> icons for PC's and NPC's bumping into each other, and thus blocking
> passage unnecessarily; the icons overlaying each other, resulting in
an
> often incomprehensible blur of jiggling pixels; etc.
Believe it or not, I had players ask for exactly that sort of third
display mode in UO. It took long hours of explaining why it wouldn't
work to get them to subside...
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The MLI Project</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00588" HREF="msg00588.html">Re: [MUD-Dev] The MLI Project</A></strong>,
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Wed 25 Feb 1998, 12:49 GMT
<UL>
<LI><strong><A NAME="00589" HREF="msg00589.html">Re: [MUD-Dev] The MLI Project</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 25 Feb 1998, 16:16 GMT
</LI>
<LI><strong><A NAME="00769" HREF="msg00769.html">Re: [MUD-Dev] The MLI Project</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 19 Mar 1998, 22:08 GMT
</LI>
</UL>
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<LI><strong><A NAME="00603" HREF="msg00603.html">Re: [MUD-Dev] The MLI Project</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 26 Feb 1998, 07:06 GMT
</LI>
<LI><strong><A NAME="00606" HREF="msg00606.html">RE: [MUD-Dev] The MLI Project</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 26 Feb 1998, 15:17 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00576" HREF="msg00576.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 24 Feb 1998, 09:35 GMT
<UL>
<LI><strong><A NAME="00579" HREF="msg00579.html">Net protocols for MUDing</A></strong>,
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Tue 24 Feb 1998, 14:56 GMT
</LI>
<LI><strong><A NAME="00581" HREF="msg00581.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 24 Feb 1998, 18:54 GMT
<UL>
<LI><strong><A NAME="00767" HREF="msg00767.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 19 Mar 1998, 20:36 GMT
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