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<H1>[MUD-Dev]  Re: Introductions and descriptions</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>: [MUD-Dev]  Re: Introductions and descriptions</LI>
<LI><em>From</em>: Maddy &lt;<A HREF="mailto:maddy#fysh,org">maddy#fysh,org</A>&gt;</LI>
<LI><em>Date</em>: Thu, 20 Nov 1997 09:51:42 +0000 (GMT)</LI>
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<PRE>
Previously, Matt Chatterley wrote....

&gt; 2. Set up probabilities of occurance for each name, rather than making it
&gt; arr[random(sizeof(arr))] or something to that effect - this way you would
&gt; have more Johns than Naseems, which is probably realistic. ;)

You could go one better than this and produce a probability for syllables
and then randomly generate new names.  I guess this probably wouldn't work
too well for English names, but it'd certainly work well for foreign/alien
names.

[Snip]

&gt; By this notion, are there any good themes, or is something wrong with the
&gt; 'non-automated' approach taken by many games? Personally I am either
&gt; minimalistic (very little code, very little built, because the game is
&gt; really just a social construct between the players), or the other extreme
&gt; (very heavy automation, and suchlike).

The problem with basing the theme on a book or TV series is that you have to
include everything the author has designed.  Now that isn't so bad, except
that some of the stuff was designed with being a book/TV series in mind so
it doesn't map well to a mud.  It seems far easier in my mind, to just pick
a genre and to design your own game world around it - maybe borrowing a few
ideas.

Maddy

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<li><strong><A NAME="00355" HREF="msg00355.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>
<ul compact><li><em>From:</em> Matt Chatterley &lt;root#mpc,dyn.ml.org&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00367" HREF="msg00367.html">more requests</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 23 Nov 1997, 16:03 GMT
<LI><strong><A NAME="00358" HREF="msg00358.html">Re: [MUD-Dev]	Re: Introductions and descriptions</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 22 Nov 1997, 20:16 GMT
<LI><strong><A NAME="00334" HREF="msg00334.html">Re: [MUD-Dev] A flamewar startingpoint.)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 21 Nov 1997, 15:56 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00347" HREF="msg00347.html">Re: [MUD-Dev] A flamewar startingpoint.)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 22 Nov 1997, 07:02 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00325" HREF="msg00325.html">[MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Thu 20 Nov 1997, 09:51 GMT
<UL>
<LI><strong><A NAME="00355" HREF="msg00355.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 22 Nov 1997, 16:39 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00395" HREF="msg00395.html">[MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Mon 24 Nov 1997, 14:58 GMT
<UL>
<LI><strong><A NAME="00401" HREF="msg00401.html">Re: [MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Mon 24 Nov 1997, 18:53 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00407" HREF="msg00407.html">[MUD-Dev]  Re: Introductions and descriptions</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Tue 25 Nov 1997, 12:55 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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