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<H1>Re: [MUD-Dev]  Virtual rooms (was: 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]  Virtual rooms (was: RP thesis...)</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Wed, 21 May 97 15:40:04 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In &lt;<A HREF="msg00662.html">33830A81.167EB0E7#iname,com</A>&gt;, on 05/21/97 
   at 08:30 AM, Shawn Halpenny &lt;malachai#iname,com&gt; said:

&gt;clawrenc#cup,hp.com wrote:

&gt;&gt; In &lt;<A HREF="msg00561.html">Pine.LNX.3.96.970518090712.185C-100000#mpc,dyn.ml.org</A>&gt;, on
&gt;&gt; 05/18/97 at 09:07 AM, Matt Chatterley &lt;root#mpc,dyn.ml.org&gt; said:

&gt;&gt; &gt;We have both normal rooms, and our own mappable virtual room areas,
&gt;&gt; &gt;you can create a map such as:
&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;and set a scale for each room - this map would be converted into
&gt;&gt; &gt;normal rooms with randomly set sizes, descriptions, weather suited to
&gt;&gt; &gt;the area, and so forth.
&gt;&gt; 
&gt;&gt; The problem with virtual rooms, which can be handled is when players
&gt;&gt; make a change to a virtual room which requires them to become
&gt;&gt; permanent, or the notice something in a virtual room and refer to it
&gt;&gt; later expecting it to be permanent.
&gt;&gt; 
&gt;&gt; eg:
&gt;&gt; 
&gt;&gt;   &gt; l
&gt;&gt;   You are in a forest...(desc of forest)
&gt;&gt;   &gt; cut blaze on tree
&gt;&gt;   You cut your sigil on a nearby tree.
&gt;&gt; 
&gt;&gt; or:
&gt;&gt; 
&gt;&gt;   &gt; l
&gt;&gt;   You are in a forest...yada yada something about an oak tree.
&gt;&gt;   ...much later...
&gt;&gt;   &gt; say "Just go east in the forest until you see the Oak tree,
&gt;&gt;   and then head west..."

&gt;Is this something better handled by modifying the room description or
&gt;creating an object in the room that functions as a tree with a sigil
&gt;cut upon it?  I envision doing this with the object as a tree.  The
&gt;room would have a method to allow an occupant to "cut" something on a
&gt;tree (or some other synonymous variation).  The method then creates
&gt;the tree-with-sigil that people would see.  

Yup, this would work for most cases, tho I predict problems with
determining the list of possible permanent-object-creation actions
(you're going to tend to miss some (sure you can blaze a tree, but
what about a fire scar? or re-arranging the pebbles on the ground into
a pattern, or painting a tree with woad?).  

&gt;...As well, making the tree an
&gt;object makes it cheap to have other trees-with-sigils at any other
&gt;place in the world, without creating rooms left and right to
&gt;accomodate a single change in each (i.e. it's fine to modify the room
&gt;desc if you cut the sigil into ten trees, but say you cut it into a
&gt;hundred thousand of them...).

Yup, but now you have a specialised object template for a tree with an
emblazoned sigil (whose sigil BTW?).  What about a tree with a sbil
that been painted with wad?  Or a sigil and painted with lime?  Or a
sigil and all the leaves picked off on one side?  Or a sigial and all
the trunk moss removed?  Or just part of the moss removed?  Or all the
above and the tree partiall pushed over?  Or a tree with an uprooted
bush tied to it?  Or a tree with a streamer tied to it?  

You get the idea.  You need a very generalist solution here to record
permanent state changes based upon generic objects instantiated from a
generated description for a virtual room.

&gt;OTOH, this isn't as much of a factor if there is a fixed number of
&gt;actual rooms making up the entire world (but this is not my case).

Next problem, which is not really a feature of virtual rooms or
permanent rooms per se (tho its worse with virtual rooms):

  You have an endless grassy plain.  It is uniform and compleatly 
    unfeatured from horizon to horizon.  The composition and 
    appearance of the grass is unvaried.

  A toop of users and mobiles tramp across the plain, back and 
    forth along a single route.

  Shouldn't a path be worn into the grass?

Next take a simple forest with a path wending thru it.  If nobody 
traverses the path, should it grow over and dissappear?  Should the
room descriptions be dynamic and change back from a "this is a path"
type to "this is a forest type" with possibly multiple gradations
between?  How long should the transformation take?  Can the process be
accellerated say thru magic?

Take the same path thru those verdant woods.  A trader sets up a
caravan route which leaves the path at one point and cuts thru the
untamed woods as a perceived short-cut.  Caravans travel this shorter
route with decent frequency -- should a new path form?  Should the
description of the room where the path diverges change in accordance? 
Yada yada.

-- 
J C Lawrence                           Internet: claw#null,net
(Contractor)                           Internet: coder#ibm,net
---------------(*)               Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  RP thesis...</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00659" HREF="msg00659.html">Re: [MUD-Dev]  RP thesis...</A></strong>, 
Travis S Casey <a href="mailto:casey#nu,cs.fsu.edu">casey#nu,cs.fsu.edu</a>, Wed 21 May 1997, 20:01 GMT
<LI><strong><A NAME="00675" HREF="msg00675.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, 01:17 GMT
<LI><strong><A NAME="00849" HREF="msg00849.html">Re: [MUD-Dev] RP thesis...</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 28 May 1997, 00:27 GMT
</LI>
</LI>
</LI>
<LI><strong><A NAME="00662" HREF="msg00662.html">Re: [MUD-Dev]  Virtual rooms (was: RP thesis...)</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Wed 21 May 1997, 21:38 GMT
<LI><strong><A NAME="00686" HREF="msg00686.html">Re: [MUD-Dev]  Virtual rooms (was: RP thesis...)</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 22 May 1997, 05:45 GMT
<LI><strong><A NAME="00693" HREF="msg00693.html">Re: [MUD-Dev]  Virtual rooms (was: RP thesis...)</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Fri 23 May 1997, 00:22 GMT
<LI><strong><A NAME="00723" HREF="msg00723.html">Re: [MUD-Dev]  Virtual rooms (was: RP thesis...)</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 24 May 1997, 06:24 GMT
<LI><strong><A NAME="00841" HREF="msg00841.html">Re: [MUD-Dev]  Virtual rooms (was: RP thesis...)</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Tue 27 May 1997, 23:11 GMT
<LI><strong><A NAME="00897" HREF="msg00897.html">Re: [MUD-Dev]  Virtual rooms (was: RP thesis...)</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 29 May 1997, 00:24 GMT
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