[MUD-Dev] Re: Dynamic muds

Adam Wiggins adam at angel.com
Mon Sep 27 15:50:56 New Zealand Daylight Time 1999

On Sun, 26 Sep 1999, Chris Turner wrote:
> If you take a forest as an example, to start with it is a single object.  It
> knows what kinds of tree live in it and thats about it.  If a player walks
> past, he'll get a basic description ... "you can see a forest to the north."
> As he moves closer it'll start fleshing out the details - adding random tree
> objects to the outlying visible part of the forest.  The more the player
> looks, the more detail it puts into the trees and the more trees it creates. 
> The more detail the trees get the longer they last - the player could come
> back later expecting to see the same trees.

This also opens the possibility of being able to easily vary detail
levels.  Besides allowing a 'brief level' (say, 1 to 10) which controls
how much text the player sees, different characters could see different
things.  For example, a ranger might notice what kinds of trees are in
the forest, whereas a layman would see a bunch of trees that all look
alike.  By the same token, a giant might see 'some shoulder-height trees'
whereas a normal human would see 'some very tall trees', etc.


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