[MUD-Dev] Re: darkness/visibility

Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
Thu Jun 11 22:37:25 New Zealand Standard Time 1998

[Michael.Willey at abnamro.com:]

 >On a graphic mud, this seems like a non-problem - since the players are
 >interpreting their surroundings with the human eye already, simply turning
 >down the lights causes the same effect as it would in RL.  Assuming a
 >text-based mud, how could you present the same effect?

Not having played a lot of games much, the only one I remember that
tried to make use of darkness in the images was "Faery Tale
Adventure" on an Amiga. Our solution to not being able to see very
well was to turn up the brightness on the monitor. So, I wouldn't
suggest going to a lot of work to do something that the player can
easily defeat. Just modifying your colourmaps won't do - you'll have
to actually fuzz things or something.

Chris Gray     cg at ami-cg.GraySage.Edmonton.AB.CA

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