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<H1>Re: [MUD-Dev]  RP thesis...</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  RP thesis...</LI>
<LI><em>From</em>: Nathan Yospe &lt;<A HREF="mailto:yospe#hawaii,edu">yospe#hawaii,edu</A>&gt;</LI>
<LI><em>Date</em>: Tue, 20 May 1997 09:06:53 -1000</LI>
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<PRE>
On Mon, 19 May 1997, Adam Wiggins wrote:

:[Matt C:]
:&gt; I'm impressed by your level of research here! Not quite what I want.. but
:&gt; still, very impressive. Diseases, and drugs are both interconnected with
:&gt; food (well, the former in part), and are something else I'm looking at
:&gt; setting up in conjunction. This more 'realistic' approach to things
:&gt; does look like making the game a tad harder to get to grips with.. but
:&gt; more rewarding once you are used to it.
:
:This goes back to what I think is cool and fun about muds, and what I
:want to take even further.  What first addicted me to muds was the sense
:of a full, functioning world, so vast that I could never explore it all...
:I was blown away at the number of things that you could do, characters
:you could be, places you could go...and it was all a world that functioned
:completely on its own and whether you were there or not, unlike conventional
:computer RPGs.  This is without even counting the coolness of having
:hundreds of people all playing the same game, at the same time, with you!
:Of course, eventually I explored the world to its limits, started to
:discover little holes in the illusion.  When I finally got to coding status
:I was pretty disappointed...the whole thing looked like one giant hack
:to me, rather than the carefully crafted system I had envisioned.
:So...now I'm writing the mud that I thought I was playing in the first place.
:Thus, what is *good* about it, is that there's always something else to
:check out; some little (or big) element that you haven't encountered before.
:This is why I demand this level of detail.

Yeah. I kinda started to see through the holes long before I started
coding (Well, it _was_ a Rom), but my first few weeks were a wonder.
Physmud++ is designed to be elegant inside, rich and detailed outside, and
versetile enough that you don't run out of things to do.

:&gt; &gt; &gt; We have both normal rooms, and our own mappable virtual room areas, you
:&gt; &gt; &gt; can create a map such as:
:&gt; &gt; &gt; 
:&gt; &gt; &gt; XXXXXXXXXX	X = impassable terrain
:&gt; &gt; &gt; **########	* = swamp
:&gt; &gt; &gt; *######@##	# = grassland
:&gt; &gt; &gt; XXXXXXXXXX	@ = a lake
:&gt; &gt; &gt; 
:&gt; &gt; &gt; and set a scale for each room - this map would be converted into normal
:&gt; &gt; &gt; rooms with randomly set sizes, descriptions, weather suited to the area,
:&gt; &gt; &gt; and so forth.

Hmmm.... a far cry from my fields, but I wonder?

:&gt; &gt; How is this displayed?
:&gt; 
:&gt; The map exists in a textfile, which is interpreted by the mud and turned
:&gt; into rooms (larger than normal in 'theoretical' size, with movement which
:&gt; is costly in terms of endurance and such, representing a longish journey).
:&gt; 
:&gt; One of the # squares above might turn into:
:&gt; 
:&gt; Grasslands (Name-of-area)
:&gt; Plains of grass stretch out as far as the eye can see in all directions.
:&gt; 
:&gt; Although the final descriptions will be more detailed, and pulled from a
:&gt; random bank, with items (and modifications) based on any scenery.

Ever see The Islands (NiMud)? Its a merc derivative, but I remember its
version of the above. It pulled it off pretty well.

:Ah, yeah we have something almost exactly similar.  Allows us to put
:'16.8 million rooms!!!!1!!1' in our mud ad.  (Never mind that most of
:them are pretty darn boring, since the large majority of them are either
:underground, underwater, or in the sky.)  We actually paint the elevation
:and terrain maps straight into the game; the files are currently just
:stored as PCX.  Kind gives you a little god-complex...'and with a swath
:of my brush, the Forest of Mists is created.  Another swipe and we have
:the Cliffs of Insanity...and now - &lt;clicks on paintbucket tool&gt; - the vast
:Eastern Ocean!'

When we (me and a couple friends) were first designing the GURU concept,
we came up with a description of what a player would see if a god-being
was creating the world around them. The god-being character (like a low
level imm, sortof) would look like a human figure bathed in lightning or
glowing, or other, depending on the manifestation, gesturing like a
conductor as sections of landscape rose around it. Forests would sprout
here, mountains rear there, a river flood down a trail as it cleared...
we intended to create a special client for the god-beings to allow them
map editing with a paintbrushlike utility while linked online. Ah, that
was the dream... ...eventually.

   __    _   __  _   _   ,  ,  , ,  
  /_  / / ) /_  /_) / ) /| /| / /\            First Light of a Nova Dawn
 /   / / \ /_  /_) / \ /-|/ |/ /_/            Final Night of a World Gone
Nathan F. Yospe - University of Hawaii Dept of Physics - yospe#hawaii,edu


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<LI><STRONG><A NAME="00621" HREF="msg00621.html">Re: [MUD-Dev]  RP thesis...</A></STRONG>
<UL><LI><EM>From:</EM> Adam Wiggins &lt;nightfall#inficad,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  RP thesis...</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
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<ul compact>
<LI><strong><A NAME="00561" HREF="msg00561.html">Re: [MUD-Dev]  RP thesis...</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 18 May 1997, 15:28 GMT
<UL>
<LI><strong><A NAME="00573" HREF="msg00573.html">Re: [MUD-Dev]  RP thesis...</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Mon 19 May 1997, 07:02 GMT
<UL>
<LI><strong><A NAME="00593" HREF="msg00593.html">Re: [MUD-Dev]  RP thesis...</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Mon 19 May 1997, 23:08 GMT
<LI><strong><A NAME="00621" HREF="msg00621.html">Re: [MUD-Dev]  RP thesis...</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Tue 20 May 1997, 11:47 GMT
<LI><strong><A NAME="00633" HREF="msg00633.html">Re: [MUD-Dev]  RP thesis...</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 21 May 1997, 02:00 GMT
</LI>
</LI>
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</LI>
<LI><strong><A NAME="00636" HREF="msg00636.html">Re: [MUD-Dev]  RP thesis...</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 21 May 1997, 03:07 GMT
<UL>
<LI><strong><A NAME="00652" HREF="msg00652.html">Re: [MUD-Dev]  RP thesis...</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 21 May 1997, 13:25 GMT
<LI><strong><A NAME="00668" HREF="msg00668.html">Re: [MUD-Dev]  RP thesis...</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 22 May 1997, 00:12 GMT
</LI>
<LI><strong><A NAME="00670" HREF="msg00670.html">Re: [MUD-Dev]  RP thesis...</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 22 May 1997, 00:28 GMT
</LI>
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