[MUD-Dev] Virtual rooms (was: RP thesis...)
malachai at iname.com
Wed May 21 10:45:21 New Zealand Standard Time 1997
clawrenc at cup.hp.com wrote:
> In <Pine.LNX.3.96.970518090712.185C-100000 at mpc.dyn.ml.org>, on
> at 09:07 AM, Matt Chatterley <root at 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.
> > l
> You are in a forest...(desc of forest)
> > cut blaze on tree
> You cut your sigil on a nearby tree.
> > 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).
"I spilled spot remover on my dog. Now he's gone."
- Steven Wright
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