[MUD-Dev] Re: darkness/visibility

Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
Thu Jun 11 08:21:01 New Zealand Standard Time 1998

 >Any suggestions on handling darkness and visibility well? The classic
 >either-you-see-it-or-you-don't system doesn't work too well..
 >> l
 >You are in a large well-lit room. There is a switch on the wall.
 >> flip switch
 >You flip the switch. The lights go off.
 >> l
 >It is very dark! You might be eaten by a grue.
 >> flip switch
 >You don't see anything like that here.
 >I experimented with a system of tactile descriptions and keywords, which
 >works reasonably well for carried objects but not so well for any objects
 >that the character doesn't have direct access to. 
 >The problem, I think, is one of character memory: if you just turned off
 >the light switch, you should know it's there to turn on again (at least
 >for a while), barring sadistic puzzles involving moving switches.. 
 >Conversely, if you just walked into the room, you know nothing about a
 >light switch (although searching for one by feel is feasible). 
 >I don't have a good solution for this. Suggestions?

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?

-- cg, who still hasn't set up a .signature here

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