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[MUD-Dev] Re: Room descriptions
[Adam Wiggins:]
>Again, it's just a question of whether you want to spend a lot of time
>building/coding many interactive, reusable pieces and then building a world
>out of those, or whether you want to spend your time making hand-crafted
>areas and objects which are highly proprietary.
I think we are currently still at the stage where the most bang for the
buck (most user enjoyment for the developer hour) is in custom built
stuff. Nathan's work on PhysMud, etc. seem to be a step towards having
a full detailed world that actually works. When someone achieves it,
the rest will be forced to follow.
Well, maybe not forced, since there are still lots of fans of text
adventures, but the mainstream commercial world will have to follow
the leaders.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- [MUD-Dev] Re: Room descriptions, (continued)
- [MUD-Dev] Re: Room descriptions,
Koster, Raph rkoster#origin,ea.com, Mon 28 Sep 1998, 22:41 GMT
- [MUD-Dev] Re: Room descriptions,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 29 Sep 1998, 02:34 GMT
- [MUD-Dev] Re: Room descriptions,
Koster, Raph rkoster#origin,ea.com, Tue 29 Sep 1998, 18:16 GMT
- [MUD-Dev] Re: Room descriptions,
Koster, Raph rkoster#origin,ea.com, Tue 29 Sep 1998, 18:16 GMT
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