<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: World Creation Notes, version 061098 --> <!--X-From-R13: [vxr Z Yrfy <zyxrfyNpcvagrearg.pbz> --> <!--X-Date: Sat, 11 Jul 1998 16:49:39 -0700 --> <!--X-Message-Id: Pine.LNX.3.96.980711182954.661A-100000@localhost --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199807112215.QAA00519@ami-cg.GraySage.Edmonton.AB.CA --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: World Creation Notes, version 061098</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:mlkesl#cpinternet,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="msg00176.html">Previous</a> | <a href="msg00178.html">Next</a> ] Thread: [ <a href="msg00173.html">Previous</a> | <a href="msg00477.html">Next</a> ] Index: [ <A HREF="author.html#00177">Author</A> | <A HREF="#00177">Date</A> | <A HREF="thread.html#00177">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: World Creation Notes, version 061098</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Re: World Creation Notes, version 061098</LI> <LI><em>From</em>: Mike L Kesl <<A HREF="mailto:mlkesl#cpinternet,com">mlkesl#cpinternet,com</A>></LI> <LI><em>Date</em>: Sat, 11 Jul 1998 18:53:37 -0400 (CST)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> > [Chris Gray:] > Understood, mostly. Do you plan to display other characters and NPC's on > the world map? If so, to what scale - the same visual size as the player? > The problem I've had with stuff sort-of like this is in deciding how > much the map and the player actions interact. To clarify, one thing I've > played with is a tiled top-down view of a big castle. Small corridors > in the castle are one tile wide. The character's icon is also about the > same width. If two characters meet in the corridor, what should I do > about it? Can one block the other? Do they have to cooperate in getting > past each other? Do I need to represent that with a little animation > of the icons flattening out and going past each other? What if there is > a whole line of people - how do I figure out where anyone can move to, > in response to player input? I am not sure if I am going to display other PC's on the map, but I am sure that the NPC's will not be shown, at least not in either of the text clients (telnet with/without ansi are the two test interfaces for the game), that would be too much, although showing other pc's is an idea. In the actual graphic/tile-based client I will show all that stuff and this ties in with the post on output classification. Something that crossed my mind in brainstormign was to have each room divided into positions. I do not think they would be objects themselves, but instead maybe they would just make up that object we call the room (i.e. making the room a container of these positions) With this plan I think you could do a lot of stuff, specifically with combat I am thinking, but also with movement (which would be a part of the combat), this would be good for rranged fighting as well as limiting the number of attackers in a melee fight to the 6? attackers around a certain "heroic" defender in the middle, if you were in fact using a 6 sided positioning scheme in the room. Another option would be to simply give rooms a size. For example, maybe a wagon could not go down this alley because it's size was too small, better yet give the room height and width dimensions. Going this way leads me to think that perhaps a system based on such a large minimum unit size (a room) is not ideal. I mean, you could go around making the smallest unit size one meter or something, then you could get real complicated, as well as end up serving quake :p > General question to you, relevant to my comment about space to your > previous post. Why does your ATOM program have to run at all? Can you > not just have the bitmap maps stored in the system, and then produce the > other needed stuff (e.g. textual descriptions) at run-time, working > just from the bitmap? That'll save a lot of space. Only if you need to > do something special in a given room or area do you actually have to > instantiate it. Somewhat more work in the server, but it might be > possible to off-load some of it to the client if they have the > bitmaps (which you might want, if you give players some magical or > technological way of seeing an area from on high). My current thoughts are that the image will be stored in a directory as a gif. When the game boots, or when commanded, the gif will be parsed into the world. I do not plan on giving every zone in the world a unique description. There will be a pool, like the flyweight pattern, of room descriptions for the zones (wilderness/countryside in a planet setting) and each zone will simply refer to one instance of the description pool for it's description. Actually there will be a pool of pools, a pool of zone descriptions pools for each terrain type. With java, even if I tried to waste space by assigning each room it's very own, but non unique room description, I would not succeed because java's default way to handle assignment is by adding another reference to an equal object already existence, creating a new one if needed. This is to say that Java does Shared String Memory management automatically, something I had to implement in my C mud with some code from Oliver Jowlette I think it was. I plan on having overhead views for all players. This view will be enhanced and the like by various effects, and a spell giving a larger overhead view is conceivable. Also, it might be worth nothing that the overhead view is not exactly guaranteed, I mean, if you are at the south base of some mountains, for example, the overhead will not show the rooms/zones to the north (into the mountain) of where you stand. I am guessing I will have some sort of visibility level in the rooms/zones, which in turn might be affected by a passing storm, or fog, or simply the lack of sunlight after it has set. Stuff like that I think... Mike Kesl, aka Kroudar </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00477" HREF="msg00477.html">[MUD-Dev] Re: World Creation Notes, version 061098</A></strong> <ul compact><li><em>From:</em> J C Lawrence <claw#under,engr.sgi.com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00173" HREF="msg00173.html">[MUD-Dev] Re: World Creation Notes, version 061098</A></STRONG> <UL><LI><EM>From:</EM> Chris Gray <cg#ami-cg,GraySage.Edmonton.AB.CA></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00176.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wire d Magazine...)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00178.html">[MUD-Dev] Re: Universe Design Notes, version 061098</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00173.html">[MUD-Dev] Re: World Creation Notes, version 061098</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00477.html">[MUD-Dev] Re: World Creation Notes, version 061098</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00177"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00177"><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><A NAME="00186" HREF="msg00186.html">[MUD-Dev] Biomass project</A></strong>, Joel Kelso <a href="mailto:joel#ee,uwa.edu.au">joel#ee,uwa.edu.au</a>, Mon 13 Jul 1998, 02:05 GMT <LI><strong><A NAME="00185" HREF="msg00185.html">[MUD-Dev] Re: Mud websites</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Mon 13 Jul 1998, 01:53 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00217" HREF="msg00217.html">[MUD-Dev] Re: Mud websites</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 15 Jul 1998, 01:32 GMT </LI> </UL> </LI> <LI><strong><A NAME="00173" HREF="msg00173.html">[MUD-Dev] Re: World Creation Notes, version 061098</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 11 Jul 1998, 22:19 GMT <UL> <LI><strong><A NAME="00177" HREF="msg00177.html">[MUD-Dev] Re: World Creation Notes, version 061098</A></strong>, Mike L Kesl <a href="mailto:mlkesl#cpinternet,com">mlkesl#cpinternet,com</a>, Sat 11 Jul 1998, 23:49 GMT <UL> <LI><strong><A NAME="00477" HREF="msg00477.html">[MUD-Dev] Re: World Creation Notes, version 061098</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 05 Aug 1998, 01:31 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00172" HREF="msg00172.html">[MUD-Dev] Re: Universe Design Notes, version 061098</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 11 Jul 1998, 22:07 GMT <UL> <LI><strong><A NAME="00178" HREF="msg00178.html">[MUD-Dev] Re: Universe Design Notes, version 061098</A></strong>, Mike L Kesl <a href="mailto:mlkesl#cpinternet,com">mlkesl#cpinternet,com</a>, Sun 12 Jul 1998, 00:03 GMT </LI> </UL> </LI> <LI><strong><A NAME="00171" HREF="msg00171.html">[MUD-Dev] Re: Physics Lesson</A></strong>, John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Sat 11 Jul 1998, 21:59 GMT </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>