<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Persistant worlds, Dan --> <!--X-From-R13: "Vhvonv" <nfuraNcvkv.pbz> --> <!--X-Date: from stimpy.globecomm.net [207.51.48.4] by in11.ibm.net id 870251380.30472-1 Wed Jul 30 08:29:40 1997 CUT --> <!--X-Message-Id: 199707300829.WAA08820#mail,pixi.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Persistant worlds, Dan</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:ashen#pixi,com"> </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="msg00286.html">Previous</a> | <a href="msg00288.html">Next</a> ] Thread: [ <a href="msg00308.html">Previous</a> | <a href="msg00277.html">Next</a> ] Index: [ <A HREF="author.html#00287">Author</A> | <A HREF="#00287">Date</A> | <A HREF="thread.html#00287">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Persistant worlds, Dan</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] Persistant worlds, Dan</LI> <LI><em>From</em>: "Huibai" <<A HREF="mailto:ashen#pixi,com">ashen#pixi,com</A>></LI> <LI><em>Date</em>: Tue, 29 Jul 1997 22:36:07 -1000</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> This post is a heads-up for those with interest in coordinate- based muds, as well as bait to get Dan to stop lurking and post about his Coors Mud. I posted to rgma asking about finished-product coordinate- based muds. I got only one reply, who seemed earnest in telling me the mud was completely xyz-based. However, the first thing I saw when I logged on was: The obvious exits are north, east, south, and west. I consider that to still be room-based. His building docs tell about making sure you 'connect the room' before you build it so that the 'numbers' stay spatially consistent. Possibly he just attaches the xyz numbers so that NPCs can travel intelligently. Perhaps the rooms are actually databased on their coords, and query for adjoining 'rooms' before determining what are valid exits. It just wasn't what I was looking for. I was looking for a totally coordinate-based experience. Turn east, run forward, stop, turn 135 degrees to the left, walk to the tree. I forget who here might have been working on that notion. If you're still banging away at it, spam Dan with design questions. I'll spill some beans, and leave Dan to mop them up. He's going completely coordinate-based, with no concept of a room. He's ripped the RoomGuts out of the java mud on my D drive and started this version on the C drive. He's using a data structure similar to but simpler than an R-tree. Basically the MBRs are fixed. The world map at any location has a Ground-Type. With 'changing environment' in mind, Ground-Types can change/be changed. Grass will grow from rain into brush, then trees, which will burn down. Beaches can advance or recede; walls can be chiseled; and of course any mud can get dried up ;). Trees can also be harvested for lumber, mountains mined - lotty dotty. Which leads to player building - houses, for example (once you've cleared a site and brought lumber and tools). The world map can change easily. What was a plain in January 98 might be a forest by February, while island has since been swallowed by the sea and the forest leveled to make room for a new town (since Goodtown got dested by those friggin population-rampant goblin tribes that Chatterley let loose in the UO thread). The world can be saved, of course, but as a backup, not an intended point to 'reboot' from. By making the world persistant and subject to some simulation of natural tendencies, as well as making civilization-building a player option limited by the ever-replenishing natural resources, I too hope that this will make an attractive environment, even before any history/story/plot/character is injected. Please pester with questions and requests for details :) -John G. </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00286.html">Re: [MUD-Dev] Graphic MUDS.</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00288.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00308.html">Re: [MUD-Dev] Dynamic Descriptions</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00277.html">Dynamic Descriptions</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00287"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00287"><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] New Topic: Butthead features</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00574" HREF="msg00574.html">Re: [MUD-Dev] New Topic: Butthead features</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 21:30 GMT </LI> </ul> </ul> </ul> <LI><strong><A NAME="00379" HREF="msg00379.html">Re: [MUD-Dev] Persistance/stability</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 05 Aug 1997, 00:20 GMT <UL> <LI><strong><A NAME="00391" HREF="msg00391.html">Re: [MUD-Dev] Persistance/stability</A></strong>, Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Tue 05 Aug 1997, 14:42 GMT </LI> </UL> </LI> </ul> </LI> <LI><strong><A NAME="00308" HREF="msg00308.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 31 Jul 1997, 13:04 GMT <LI><strong><A NAME="00287" HREF="msg00287.html">Re: [MUD-Dev] Persistant worlds, Dan</A></strong>, Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Wed 30 Jul 1997, 15:29 GMT <LI><strong><A NAME="00277" HREF="msg00277.html">Dynamic Descriptions</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 30 Jul 1997, 04:41 GMT <UL> <LI><strong><A NAME="00373" HREF="msg00373.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>, Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Mon 04 Aug 1997, 18:36 GMT <UL> <LI><strong><A NAME="00496" HREF="msg00496.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 20:52 GMT <UL> <LI><strong><A NAME="00510" HREF="msg00510.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 13 Aug 1997, 05:01 GMT </LI> </UL> </LI> </UL> </LI> </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>