[MUD-Dev] Rooms, 3D arrays, etc.

Ling K.L.Lo-94 at student.lut.ac.uk
Fri May 30 16:59:23 New Zealand Standard Time 1997


On Thu, 29 May 1997, Michael Hohensee wrote:

> On Wed, 28 May 1997 clawrenc at cup.hp.com wrote:
> 
> > >On Sun, 25 May 1997 coder at ibm.net wrote:

> > >Well, you could always come up with some arbitrary rule which
> > >prevents  this.  Say that due to the laws of physics/magic, you can
> > >only travel in  time in 100 year intervals.  And each universe is
> > >moving forward in time  at the same rate.  So in the year 101, you
> > >could go back to the year 1,  but in the year 102 you could only go
> > >back to year 2.
> > 
> > So, after sufficient time has passed in the game, shouldn't you be
> > able to see Bubba passing there 100 years ago?  There are other forms
> > of this question you'll also need to account for.

Couldn't resist it.  There was a PBM, years old, based on a planet cursed
so that every 100 years, it rearranged itself.  This rpg PBM was spread
out over several time zones, each 100 years ahead of the last.  There were
cities with portals to other cities of different timezones and traderoutes
were quite confusing things.  I think it was called Time Out Days.  I
might unearth it...  Anyway, it was a bit of a cop out as something done
in one timezone wouldn't really affect the next much.

Hmm... I love making up scenarios to put players in (although I tend for
sci-fi).  I'm very tempted to make a tactical game or 6 then start making
a mud.  Just mail me if you want any ideas. :)

  |    Ling, budding games/DSP/microprocessor designer
_O_O_  Freshwater fish since 1976




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