[MUD-Dev] Re: Dynamic muds
Thu Sep 23 21:06:24 New Zealand Standard Time 1999
On Fri, 24 Sep 1999 13:25:19 +1000, Spin wrote:
))On Thu, Sep 23, 1999 at 03:42:45PM -0700, Ilya, Game Commandos wrote:
))> I've seen our friend at The Eternal City implement this the
))> other way around (and was fascinated by it) -- that is, there
))> are group objects. You can look for things in this group. At
))> the time someone does that, one particular example of a member
))> of that group is created. Until then, the group objects are
))> all that exist. And eventually, the individual instantiations
))> are subsumed into the group, if possible.
))> I have a few ideas to extend this, but that's the core idea.
))> Anybody else doing this, or have thoughts about this?
)) I'm not real sure what the question is here, are you suggesting that all
))like items on the entire mud that are not being interacted with are stored
))in a group container with some sort of primitive pointer at the location
))of the dormant items?
Well, the implementation I have seen was for npcs (mobs) primarily.
It is a blast to play, or at least I think so! You see a crowd in
a location. It's just "a crowd." If you look at the crowd you get
a general idea of the composition in group terms again (you see
priests, soldiers, townspeople, urchins, whatever). Then you can
"look for a priest" and if there is still on there in the location,
you see a particular priest. The priest is now instantiated and
exists as a separate being in the room. After some time, if you've
not interacted with this creature in any way, it eventually goes
away and becomes part of one of the larger collections in the location.
But it may take some time, and it may wander along a while.
That's all. I found it great fun and intend on writing it all over
for myself at some point. It's written in Cold currently, btw.
Ilya, Game Commandos http://www.gamecommandos.com
MUD-Dev maillist - MUD-Dev at kanga.nu
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