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<H1>[MUD-Dev] Re: Using HTML for a Mud character generator</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: Using HTML for a Mud character generator</LI>
<LI><em>From</em>: Vadim Tkachenko <<A HREF="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</A>></LI>
<LI><em>Date</em>: Sun, 24 May 1998 23:58:41 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
John Bertoglio wrote:
> 
> From: Vadim Tkachenko <vt#freehold,crocodile.org>
> To: mud-dev#kanga,nu <mud-dev#kanga,nu>
> Date: Monday, May 18, 1998 6:46 PM
> 
> >John Bertoglio wrote:
> >>
> >> In reading the archives, I noted some interest using a web-based system
> for
> >> generating characters. Given the web-based nature of my project, it is a
> >> natural for me to explore this method. I have put a sample of a portion
> of
> >> the character generator for AR on my demo site ( www.paper.net/mud/ ).
> >
> >Looks too technical. What I was dreaming about was a constraint-based
> >fractal-like visualization, which you can manipulate without any numbers
> >at all (though, in this particular case numbers are significant).
> 
> Now I know I have fallen down the rabbit hole.
Can you please mail me the explanation? My idiomatic English is still
limited...
> My modest system uses a
> little arithmatic to do some basic spreadsheets. Vadim is talking about
> "constraint-based
> fractal-like visualization"...and my stuff is too technical?
What I meant was it looks (okay, _may_ look) too technical for a person
on the other side of a screen, the user. I admit, the stuff I was
talking about may be more technical in implementation, but may be
simpler to use - I can illustrate it as a difference between the manual
and automatic transmission.
What I may come up with (given enough patience :-) is some snowflake
with different segments corresponding to different properties (stats)
and draggable nodes.
> In general I believe in supressing stats. Damage adjetives should reflect a
> randomized value of the potential for that kind of attack, etc. I wrestled
> with the notion of not allowing it during char gen but decided that
> character tweeking is too important a part of the for a lot of people.
Exactly the point I was trying to make. No numbers, just the look and
feel of an abstract snowflake changing appearance and colors of its
segments - with some experience, the user will make a sense out of it.
Also, it should be relative to the user's own 100% status - not in your
example, though; say, as a status display.
> We use bar graphs for stat display with different colors describing base
> and current stats. A player who really cares can look at the html source
> and work back to get reasonably accurate ratios...but in general the stats
> are masked. When looking at another character, your various assesment and
> perception skills produce a picture of what you think their stats are. This
> will never be exactly accurate (except by accident) and with the deviation
> based on skill level.
This is a good idea - you have to have some clue about what is skill X,
for example, to estimate other person's skill X level.
> John Bertoglio
-- 
Still alive and smile stays on,
Vadim Tkachenko <vt#freehold,crocodile.org>
--
UNIX _is_ user friendly, he's just very picky about who his friends are
</PRE>
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<li><strong><A NAME="00825" HREF="msg00825.html">[MUD-Dev] Re: Using HTML for a Mud character generator</A></strong>
<ul compact><li><em>From:</em> Robert Woods <rwoods#nebula,honors.unr.edu></li></ul>
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<LI><STRONG><A NAME="00687" HREF="msg00687.html">[MUD-Dev] Re: Using HTML for a Mud character generator</A></STRONG>
<UL><LI><EM>From:</EM> "John Bertoglio" <alexb#internetcds,com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Using HTML for a Mud character generator</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00545" HREF="msg00545.html">[MUD-Dev] Re: Using HTML for a Mud character generator</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Wed 13 May 1998, 18:50 GMT
</LI>
<LI><strong><A NAME="00687" HREF="msg00687.html">[MUD-Dev] Re: Using HTML for a Mud character generator</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Tue 19 May 1998, 04:46 GMT
<UL>
<LI><strong><A NAME="00732" HREF="msg00732.html">[MUD-Dev] Re: Using HTML for a Mud character generator</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 20 May 1998, 18:37 GMT
<UL>
<LI><strong><A NAME="00757" HREF="msg00757.html">[MUD-Dev] Re: Using HTML for a Mud character generator</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Thu 21 May 1998, 17:30 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00821" HREF="msg00821.html">[MUD-Dev] Re: Using HTML for a Mud character generator</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Mon 25 May 1998, 04:59 GMT
<UL>
<LI><strong><A NAME="00825" HREF="msg00825.html">[MUD-Dev] Re: Using HTML for a Mud character generator</A></strong>, 
Robert Woods <a href="mailto:rwoods#nebula,honors.unr.edu">rwoods#nebula,honors.unr.edu</a>, Mon 25 May 1998, 06:00 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00822" HREF="msg00822.html">[MUD-Dev] Re: Using HTML for a Mud character generator</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Mon 25 May 1998, 05:37 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00531" HREF="msg00531.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Wed 13 May 1998, 05:35 GMT
<UL>
<LI><strong><A NAME="00580" HREF="msg00580.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Thu 14 May 1998, 18:21 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>
</ul>
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