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<H1>[MUD-Dev] Re: darkness/visibility</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: darkness/visibility</LI>
<LI><em>From</em>: <A HREF="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</A></LI>
<LI><em>Date</em>: Fri, 12 Jun 1998 11:59:35 -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>
____________________Reply Separator____________________
Subject: [MUD-Dev] Re: darkness/visibility
Author: mud-dev#kanga,nu (Chris Gray
<cg#ami-cg,GraySage.Edmonton.AB.CA>)
Date: 6/12/98 4:37 AM
[Michael.Willey#abnamro,com:]
> >On a graphic mud, this seems like a non-problem - since the players
>are
> >interpreting their surroundings with the human eye already, simply
>turning
> >down the lights causes the same effect as it would in RL. Assuming
>a
> >text-based mud, how could you present the same effect?
>
>Not having played a lot of games much, the only one I remember that
>tried to make use of darkness in the images was "Faery Tale
>Adventure" on an Amiga. Our solution to not being able to see very
>well was to turn up the brightness on the monitor. So, I wouldn't
>suggest going to a lot of work to do something that the player can
>easily defeat. Just modifying your colourmaps won't do - you'll have
>to actually fuzz things or something.
That's true - I've been playing a lot of N64 games lately, and I've noticed
that many of them have areas where darkness/low visibility is meant to be a
challenge. My solution there was to turn off the color correction on the
television: the colors were completely skewed, but there was enough
contrast between them to see clearly. My wife calls it my 'night-vision
goggles' ;-)
So to present the idea of low visibility with graphics is easier than with
text, but not foolproof either...
</PRE>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: darkness/visibility</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00997" HREF="msg00997.html">[MUD-Dev] Re: darkness/visibility</A></strong>,
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Fri 12 Jun 1998, 15:56 GMT
<UL>
<LI><strong><A NAME="00998" HREF="msg00998.html">[MUD-Dev] Re: darkness/visibility</A></strong>,
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Fri 12 Jun 1998, 16:18 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="00999" HREF="msg00999.html">[MUD-Dev] Re: darkness/visibility</A></strong>,
Benjamin D. Wiechel <a href="mailto:strycher#toast,net">strycher#toast,net</a>, Fri 12 Jun 1998, 16:25 GMT
<UL>
<LI><strong><A NAME="01169" HREF="msg01169.html">[MUD-Dev] Re: darkness/visibility</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 22 Jun 1998, 23:26 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01000" HREF="msg01000.html">[MUD-Dev] Re: darkness/visibility</A></strong>,
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Fri 12 Jun 1998, 16:25 GMT
</LI>
<LI><strong><A NAME="01035" HREF="msg01035.html">[MUD-Dev] Re: darkness/visibility</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 14 Jun 1998, 21:11 GMT
<UL>
<LI><strong><A NAME="01036" HREF="msg01036.html">[MUD-Dev] Re: darkness/visibility</A></strong>,
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sun 14 Jun 1998, 21:35 GMT
<UL>
<LI><strong><A NAME="01057" HREF="msg01057.html">[MUD-Dev] Re: darkness/visibility</A></strong>,
Katrina McClelan <a href="mailto:kitkat#the486,bradley.edu">kitkat#the486,bradley.edu</a>, Mon 15 Jun 1998, 23:34 GMT
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</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="01186" HREF="msg01186.html">[MUD-Dev] Re: darkness/visibility</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 24 Jun 1998, 03:47 GMT
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</ul>
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</UL></BLOCKQUOTE>
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