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[MUD-Dev] Re: darkness/visibility
Holly Sommer wrote:
>
[snip]
> 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? :)
On this list? Almost everyone ;)
KaVir.
- 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
- [MUD-Dev] Re: darkness/visibility,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sun 14 Jun 1998, 21:11 GMT
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