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Re: [MUD-Dev] Games vs. simulations
Dmitri Zagidulin wrote:
>
[snip]
> Not to spark a holy war, but can anyone explain to a newcomer why non-room
> systems (read some kind of coordinate systems) are a bad idea?
> They seem like a good holy grail to me...
A holy grail? No - but in my opinion such systems provide a greater
level of control and realism within the mud. Implemented carefully,
they provide more flexibility than a room-based system without any
of the drawbacks.
[snip]
> Does anyone know of any examples of text-based muds with non-room based
> location systems?
Telford's entry in the 16K mud contest (http://www.andreasen.org/16k.shtml)
is fully coordinate based. I know he's released his code, but I don't have
a copy with me at home - if you email him you can find the site (his email
address is on the 16K mud page).
> The only thing that I know of was the space system on old MicroMUSE - with
> x, y & z floating point coordinates, the whole bit.
> Which turns the question around for matt & other avid room-based
> proponents -- how _do_ you handle things like flight, sailing, and, most
> importantly, the question of world scope discussed in that excellent
> article on Gamasutra (don't remember the name).
>
> That is, do you agree that having a large, wide-scope world has many
> in-game benefits and is desirable?
> If so, do you think it's really possible to do expansive terrain (lakes,
> fields, wilderness in general, seas, planets) using the myopic room-based
> system?
I have a huge wilderness system which uses rooms. However my system is
a sort of hybrid room/coordinate system - each room is exactly the same
"size" and is located at a specific x/y/z coordinate position within the
world. In addition, each room contains it's own internal x/y coordinates
(used for combat). The rooms are all virtual and their descriptions are
determined dynamically on the fly.
KaVir.
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- Thread context:
- Re: [MUD-Dev] Games vs. simulations, (continued)
- Re: [MUD-Dev] Games vs. simulations,
Marc Bowden ryumo#merit,edu, Wed 14 Jun 2000, 17:26 GMT
- Re: [MUD-Dev] Games vs. simulations,
adam adam#treyarch,com, Wed 14 Jun 2000, 18:12 GMT
- Re: [MUD-Dev] Games vs. simulations,
Richard Woolcock KaVir#dial,pipex.com, Thu 15 Jun 2000, 00:31 GMT
- Re: [MUD-Dev] Games vs. simulations,
Bruce bruce#puremagic,com, Thu 15 Jun 2000, 00:31 GMT
- Re: [MUD-Dev] Games vs. simulations,
Patrick Dughi dughi#imaxx,net, Wed 14 Jun 2000, 18:54 GMT
- RE: [MUD-Dev] Games vs. simulations,
Richard Tew richard.tew#wiredgroup,com, Thu 15 Jun 2000, 02:22 GMT
- [MUD-Dev] Re: MUD-Dev digest, Vol 1 #131 - 23 msgs,
Dr. Cat cat#realtime,net, Tue 13 Jun 2000, 01:38 GMT
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