[MUD-Dev] Re: darkness/visibility
hsommer at micro.ti.com
Fri Jun 12 10:51:35 New Zealand Standard Time 1998
(Bah, original poster's name got snipped)
On Fri, 12 Jun 1998, Andrew C.M. McClintock wrote:
> > strycher at toast.net wrote:
> >>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? :)
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