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[MUD-Dev] Re: darkness/visibility
> strycher#toast,net wrote:
><snip>
>
>>Is there a real problem with the default situation? If the player types
>>the command, then either the player knows the object is there, or is
>>intending to try to find one. If there is one, and nothing prevents
>>the action, then let it go ahead. Why get more complex, unless you
>>really have something specific in mind to gain?
>
>There's always the thought that there would be a % chance to find the switch
>in the dark, or that if there's anywhere for light to show in, based on
>time, that % chance would increase as your eyes adjusted to the "light". I
>suppose you would also need to take into account someone who is blind, and
>doesn't need the light, and someone with picture-perfect memory that can
>100% of the time find the light switch because he/she knows exactly where it
>is based on the "picture" just before the lights went out.
>
Of course you could just have the duration of the action increased because
of a lowered visibility (this could apply either way--too light or too
dark). The more hampered the visibility, the longer the action takes.
>Ben....
>--
>Benjamin D. Wiechel
>http://www.toast.net/~strycher/
>strycher#toast,net
>
>
>--
>MUD-Dev: Advancing an unrealised future.
Andrew C.M. McClintock
andrew#moonstar,com andrewm#mail,hsc.edu
- Thread context:
- [MUD-Dev] Re: darkness/visibility, (continued)
- [MUD-Dev] Re: darkness/visibility,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 12 Jun 1998, 14:12 GMT
- [MUD-Dev] Re: darkness/visibility,
Benjamin D. Wiechel strycher#toast,net, Fri 12 Jun 1998, 15:20 GMT
- [MUD-Dev] Re: darkness/visibility,
Benjamin D. Wiechel strycher#toast,net, Fri 12 Jun 1998, 16:25 GMT
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