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Re: [MUD-Dev] Virtual rooms (was: RP thesis...)
clawrenc#cup,hp.com wrote:
>
> In <Pine.LNX.3.96.970518090712.185C-100000#mpc,dyn.ml.org>, on
> 05/18/97
> at 09:07 AM, Matt Chatterley <root#mpc,dyn.ml.org> said:
>
> >We have both normal rooms, and our own mappable virtual room areas,
> >you can create a map such as:
>
> >XXXXXXXXXX X = impassable terrain
> >**######## * = swamp
> >*######@## # = grassland
> >XXXXXXXXXX @ = a lake
>
> >and set a scale for each room - this map would be converted into
> >normal rooms with randomly set sizes, descriptions, weather suited to
> >the area, and so forth.
>
> The problem with virtual rooms, which can be handled is when players
> make a change to a virtual room which requires them to become
> permanent, or the notice something in a virtual room and refer to it
> later expecting it to be permanent.
>
> eg:
>
> > l
> You are in a forest...(desc of forest)
> > cut blaze on tree
> You cut your sigil on a nearby tree.
>
> or:
>
> > l
> You are in a forest...yada yada something about an oak tree.
> ...much later...
> > say "Just go east in the forest until you see the Oak tree,
> and then head west..."
Is this something better handled by modifying the room description or
creating an object in the room that functions as a tree with a sigil cut
upon it? I envision doing this with the object as a tree. The room would
have a method to allow an occupant to "cut" something on a tree (or some
other synonymous variation). The method then creates the tree-with-sigil
that people would see. So far, I think this will be less
resource-intensive for me, since if I were to make the new room desc
permanent, I'd have to modify my set of actual rooms (in effect taking a
resource-cheap virtual room and make it into a comparatively
resource-expensive real room). If I make the tree an object, the set of
virtual rooms can remain, and all I need to worry about is a new object ID
mapped to a particular location (regardless of whether it's a real or
virtual room). As well, making the tree an object makes it cheap to have
other trees-with-sigils at any other place in the world, without creating
rooms left and right to accomodate a single change in each (i.e. it's fine
to modify the room desc if you cut the sigil into ten trees, but say you
cut it into a hundred thousand of them...).
OTOH, this isn't as much of a factor if there is a fixed number of actual
rooms making up the entire world (but this is not my case).
Thoughts?
--
Shawn Halpenny
"I spilled spot remover on my dog. Now he's gone."
- Steven Wright
- Thread context:
- Re: [MUD-Dev] RP thesis..., (continued)
- Re: [MUD-Dev] RP thesis...,
Ling K.L.Lo-94#student,lut.ac.uk, Wed 21 May 1997, 19:53 GMT
- Re: [MUD-Dev] RP thesis...,
Travis S Casey casey#nu,cs.fsu.edu, Wed 21 May 1997, 20:01 GMT
- Re: [MUD-Dev] RP thesis...,
Caliban Tiresias Darklock caliban#darklock,com, Thu 22 May 1997, 01:17 GMT
- Re: [MUD-Dev] RP thesis...,
Marian Griffith gryphon#iaehv,nl, Wed 28 May 1997, 00:27 GMT
- Re: [MUD-Dev] Virtual rooms (was: RP thesis...),
Shawn Halpenny malachai#iname,com, Wed 21 May 1997, 21:38 GMT
- Re: [MUD-Dev] Virtual rooms (was: RP thesis...),
clawrenc clawrenc#cup,hp.com, Thu 22 May 1997, 05:45 GMT
- Re: [MUD-Dev] Virtual rooms (was: RP thesis...),
Shawn Halpenny malachai#iname,com, Fri 23 May 1997, 00:22 GMT
- Re: [MUD-Dev] Virtual rooms (was: RP thesis...),
clawrenc clawrenc#cup,hp.com, Sat 24 May 1997, 06:24 GMT
- Re: [MUD-Dev] Virtual rooms (was: RP thesis...),
Shawn Halpenny malachai#iname,com, Tue 27 May 1997, 23:11 GMT
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