<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] RP thesis... --> <!--X-From-R13: @nguna Kbfcr <lbfcrNunjnvv.rqh> --> <!--X-Date: from stimpy.globecomm.net [207.51.48.4] by mx4.ibm.net id 864154836.37062-1 Tue May 20 19:00:36 1997 --> <!--X-Message-Id: Pine.GSO.3.95q.970520085649.25835A-100000@uhunix2 --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199705200453.VAA03690#user2,inficad.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] RP thesis...</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:yospe#hawaii,edu"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00632.html">Previous</a> | <a href="msg00634.html">Next</a> ] Thread: [ <a href="msg00621.html">Previous</a> | <a href="msg00636.html">Next</a> ] Index: [ <A HREF="author.html#00633">Author</A> | <A HREF="#00633">Date</A> | <A HREF="thread.html#00633">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] RP thesis...</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <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 <<A HREF="mailto:yospe#hawaii,edu">yospe#hawaii,edu</A>></LI> <LI><em>Date</em>: Tue, 20 May 1997 09:06:53 -1000</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Mon, 19 May 1997, Adam Wiggins wrote: :[Matt C:] :> I'm impressed by your level of research here! Not quite what I want.. but :> still, very impressive. Diseases, and drugs are both interconnected with :> food (well, the former in part), and are something else I'm looking at :> setting up in conjunction. This more 'realistic' approach to things :> does look like making the game a tad harder to get to grips with.. but :> 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. :> > > We have both normal rooms, and our own mappable virtual room areas, you :> > > can create a map such as: :> > > :> > > XXXXXXXXXX X = impassable terrain :> > > **######## * = swamp :> > > *######@## # = grassland :> > > XXXXXXXXXX @ = a lake :> > > :> > > and set a scale for each room - this map would be converted into normal :> > > rooms with randomly set sizes, descriptions, weather suited to the area, :> > > and so forth. Hmmm.... a far cry from my fields, but I wonder? :> > How is this displayed? :> :> The map exists in a textfile, which is interpreted by the mud and turned :> into rooms (larger than normal in 'theoretical' size, with movement which :> is costly in terms of endurance and such, representing a longish journey). :> :> One of the # squares above might turn into: :> :> Grasslands (Name-of-area) :> Plains of grass stretch out as far as the eye can see in all directions. :> :> Although the final descriptions will be more detailed, and pulled from a :> 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 - <clicks on paintbucket tool> - 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 </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00621" HREF="msg00621.html">Re: [MUD-Dev] RP thesis...</A></STRONG> <UL><LI><EM>From:</EM> Adam Wiggins <nightfall#inficad,com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00632.html">Re: [MUD-Dev] Re: Resets and repops</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00634.html">Re: [MUD-Dev] RP thesis...</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00621.html">Re: [MUD-Dev] RP thesis...</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00636.html">Re: [MUD-Dev] RP thesis...</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00633"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00633"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <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> <ul compact> <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> </LI> </UL> </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> </LI> </UL> </LI> </UL> </LI> </ul> </ul> </ul> </ul> </ul> </ul> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>