[MUD-Dev] The limits of system
cg at ami-cg.GraySage.Edmonton.AB.CA
Sun May 18 10:24:43 New Zealand Standard Time 1997
:Wow, this list is busy!
I'll say! 33 message this morning. Good thing its not a work day!
:On a slightly different note, I think such statements as "Bob enters
:the traditional stance of the Foo masters" are dangerous. I would much
:rather see an actual description of the stance (thus not assuming any
:knowledge on the part of the perceiving character); perhaps the system
:can interpret the description for those familiar with Foo styles, but
:that seems needlessly complicated.
Which is why I want to ultimately aim for detailed graphical output. It
might actually be easier to write a single general graphic system than to
try to properly word all of the required detailed descriptions. One bonus
would be that if the human player wasn't paying attention, he might not
even notice the stance, even if he knows it!
Of course, that brings up the issue as to whether real-life issues (like
getting asked a question or something) are supposed to affect what is
happening with your in-mud character. The more detailed the MUD is, and
the more real-time-ish things like combat, etc. are, the more difficult it
is to keep real-life influences out. Is there any way to even try?
Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
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