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Vast areas in muds
On Sat, 17 Jan 1998, Marian Griffith wrote:
[with regard to representing rather big areas in muds]
> If crossing the desert means typing 'E' a couple of thousand times and
> watching the same identical description every time then it is boring in
> the wrong way. Of course I have no real solution, but I was trying to
> point out what types of areas are difficult to represent in a rooms and
> exits based mud.
I've always wondered... For a real 3d movement sort of mud, imagine the
player got shrunk into a 1 inch high stag beetle and gets transported to a
desert. Does this mean the player will sit there watching a blank screen
as the character attempts to traverse a few thousand miles of desert or
does the occassional message appear:
"You amble past a really big rock." (which is a pebble but the character
is only one inch high).
| Kilo Lima Lima Oscar dash Niner Four, over and out. ---o
_O_O_ Electronic and Electrical Division, Loughborough Corp. <+=+=+>
- Thread context:
- Re: [MUD-Dev] Vast areas in muds, (continued)
- Summary,
Marian Griffith gryphon#iaehv,nl, Sat 17 Jan 1998, 15:31 GMT
- Re: [MUD-Dev] Re: BUILDERS: Ferries,
Marian Griffith gryphon#iaehv,nl, Sat 17 Jan 1998, 10:40 GMT
- Re: [MUD-Dev] Gods, worshipers and the balance,
Marian Griffith gryphon#iaehv,nl, Sat 17 Jan 1998, 10:40 GMT
- Re: [MUD-Dev] Gods, worshipers and the balance,
Jon A. Lambert jlsysinc#ix,netcom.com, Tue 20 Jan 1998, 04:42 GMT
- Re: [MUD-Dev] Gods, worshipers and the balance,
Matt Chatterley root#mpc,dyn.ml.org, Tue 20 Jan 1998, 21:15 GMT
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