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[MUD-Dev] Re: darkness/visibility
(Bah, original poster's name got snipped)
On Fri, 12 Jun 1998, Andrew C.M. McClintock wrote:
> > strycher#toast,net wrote:
> ><snip>
> >
> >>Why get more complex, unless you really have something specific in
> >>mind to gain?
This is something I think gets overlooked FAR too often, when developing.
It's one thing to slow a player down so that they don't advance "too
quickly" (whatever your definition of that is), but it's entirely
another, to introduce "busy work" into the game - unless, of course, this
is part of the foundation of your game. But then, how many people like
spending their free time doing busy work? :)
-Holly
- Thread context:
- [MUD-Dev] Re: darkness/visibility, (continued)
- [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
- [MUD-Dev] Re: darkness/visibility,
Michael.Willey Michael.Willey#abnamro,com, Fri 12 Jun 1998, 16:25 GMT
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