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<H1>Graphical mud perspectives</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>: Graphical mud perspectives</LI>
<LI><em>From</em>: Richard Woolcock &lt;<A HREF="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 23 Jan 1998 01:28:40 -0800</LI>
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<PRE>
Okay I know we have discussed graphical muds a fair bit, but something
I've been thinking about while debating if I should code a graphical
mud is what sort of perspective view to have.  The different types I
can think of are:

* First person perspective: You see what your character sees, like
  Doom/Quake/Daggerfall/etc.
* As above, except your character is standing forward slightly (as
  if you are standing behind them).  While a little more awkward,
  this does allow you to see your character performing manoevers -
  so if you do a backflip, you see your character do it rather than
  see the screen spin 360 degrees.
* Overhead view: Like the old Ultima games, or perhaps Gauntlet (hey,
  anyone for a game of mud-gauntlet? ;).  It could also be done in a
  similar way to WarcraftII/Command and Conquer/Total Annihilation, 
  except with each player controlling a single 'unit'.  The trouble
  with this is that you rapidly start moving away from all social
  aspects.
* Isametric view: Syndicate, Diablo, Dungeon Keeper, etc.  Suffers
  from similar problems to overhead views - although I keep thinking
  of the way you can 'switch' into creatures in Dungeon Keeper (gaining
  a first-person perspective view), which could make things a bit more 
  interesting perhaps

I am beginning to favour the idea of an overhead PK-style game, with
a form of character customisation similar to Syndicate (except fantasy
themed).  As long as I don't bother with fancy graphics or computer
controlled mobs, it shouldn't be too difficult to get a very simple
sort of game running - then its just a matter of adding the mud-server
part, and linking the two together.  Of course it'll probably take
months to get this far, but once I have something simple, its quite
easy to build on.

KaVir.

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<li><strong><A NAME="00290" HREF="msg00290.html">Re: [MUD-Dev]  Graphical mud perspectives</A></strong>
<ul compact><li><em>From:</em> Nathan Yospe &lt;yospe#hawaii,edu&gt;</li></ul>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] OT: Socket programming - platform specific</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00306" HREF="msg00306.html">Re: [MUD-Dev] OT: Socket programming - platform specific</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 25 Jan 1998, 01:15 GMT
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<LI><strong><A NAME="00297" HREF="msg00297.html">RE: [MUD-Dev]  Graphical mud perspectives</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 23 Jan 1998, 15:47 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00298" HREF="msg00298.html">Re: [MUD-Dev]  Graphical mud perspectives</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Fri 23 Jan 1998, 17:42 GMT
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<LI><strong><A NAME="00299" HREF="msg00299.html">RE: [MUD-Dev]  Graphical mud perspectives</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 23 Jan 1998, 18:21 GMT
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</UL>
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<LI><strong><A NAME="00289" HREF="msg00289.html">Graphical mud perspectives</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Fri 23 Jan 1998, 00:24 GMT
<UL>
<LI><strong><A NAME="00290" HREF="msg00290.html">Re: [MUD-Dev]  Graphical mud perspectives</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 23 Jan 1998, 00:57 GMT
<UL>
<LI><strong><A NAME="00291" HREF="msg00291.html">Re: [MUD-Dev]  Graphical mud perspectives</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Fri 23 Jan 1998, 01:40 GMT
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<LI><strong><A NAME="00264" HREF="msg00264.html">META: Web futures for the list</A></strong>, 
JC Lawrence <a href="mailto:claw#under,Eng.Sun.COM">claw#under,Eng.Sun.COM</a>, Tue 20 Jan 1998, 21:05 GMT
<LI><strong><A NAME="00254" HREF="msg00254.html">Re: [MUD-Dev]  Vast areas in muds</A></strong>, 
John G. <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Mon 19 Jan 1998, 21:26 GMT
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</UL></BLOCKQUOTE>

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