[MUD-Dev] The Endeavour Map and MUD Applications

Justin Rogers justin at mlstoday.com
Tue Mar 21 11:33:02 New Zealand Daylight Time 2000


[Previously submitted by Lo, Kam]
> I like this idea, but one of the reasons to build your own planet is
> to make
> a "better" world. At the very least, one which is different. I
> suspect the
> same methodology described in my original post would work great with
> GIS
> data.
    When using fractals to generate your world, given it a sufficient =
size
you wind up making bookshelves of cds full of data anyway.  Its not that
the MUD would run on GIS data natively, its that the GIS data is used
to make a more *realistic* world.  IE, this is the most realistic world =
a
human can possibly describe or imagine.  So using GIS data which has
several powers of complexity, simplifying it to down to classes of =
terrain,
height, etc..., and then finally using the data for your simplified =
world to
create a *visible* world for the user makes for a very real experience.
    And guess what.  The user will never know that the world is better,
worse, or event that it is the world.  Pick remote locations, stuff =
people in
the Amazon.  Hell, put someone on Long Island, New York and they will
think it is a fabulous new world.

> This is a really interesting idea.
> I would be very interested in knowing how you did the world
> generation.
    To recap a previous message.  World generation was based off of GIS
data.  NPCs or AI bots were of 14 different types that performed certain
tasks.  Populations either thrived or failed and cities were built or at =
least
an area was classified as having been developed.  At the end of the run =
(3 months)
I took the data for each location, (Each AI became a mob)(Each Shop =
became as
such)(Roads were built through areas) etc...  Afterwards I have very =
realistic world
data.

> What I'd really like to do these days is take the 36 plots thing and
> integrate that into an Alife engine so key characters are created =
during
> world generation with motivations and stuff.  It would then be =
possible to
> generate legends...  Although I suspect an injection of illicit =
substances
> into the code might help (considering how bizarre legends can seem now =
we
> have an established framework for "reality").
    Actually Bizarre behaviors can be built from a database of 1000-2000 =
or
so.  Define 2000 bizarre behaviors.  Give each behavior a set of =
characteristics
that would cause someone to do them (say 10 stats).  Roll stats for =
people using
a histogram approach so that you get a desired amount of people in the =
middle
where no bizarre behaviors should be defined.  Then for each stat roll =
someones
deviation, stressed deviation, and insanity deviation.  Deviation means =
they can
easily swing back and forth between their norm +- thier deviation to =
perform
bizarre behaviors.  stressed deviation is when they are pressed by small =
amounts
of food, no shelter, raging temperatures, etc... to perform a bizarre =
behavior.  The
insanity deviation is a very nice concept.  If someone goes insane then =
you randomly
reselect their normal values for them, this time not applying the =
histogram and they
get rather large deviations.  However, since they are insane, on every =
spotcheck using
their new deviations they have to keep this value as thier normal and =
the deviation is
lowered by say .01 percent until they reach their orginal deviation.

    - Justin Rogers, CEO DigiTec Web Consultants





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