[MUD-Dev] Re: darkness/visibility
vt at freehold.crocodile.org
Fri Jun 12 22:06:31 New Zealand Standard Time 1998
Chris Gray wrote:
> [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.
The solution I liked the best was the one implemented in Riven - they
had an image which allowed you to adjust the brightness and contrast on,
and two sounds - the background one and the foreground (can I say so
about the sound?), so you could set the volume properly - not to miss
anything in both audio and video.
> 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.
And, by the way, increasing brightness helps only if there's a
sufficient amount of contrast left in the image.
> Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
> MUD-Dev: Advancing an unrealised future.
Still alive and smile stays on,
Vadim Tkachenko <vt at freehold.crocodile.org>
UNIX _is_ user friendly, he's just very picky about who his friends are
More information about the MUD-Dev