[MUD-Dev] Logical MUD Areas
shren at io.com
Fri May 4 22:06:03 New Zealand Standard Time 2001
On Fri, 4 May 2001, Triem, Brad wrote:
> Thursday, May 03, 2001 12:41 AM, Scion Altera wrote:
>> Ditch the human built areas and go for generated ones. Seperate the
>> mobs from the areas entirely:
> Needless to say, this process happens seamlessly. The player
> doesn't even know what just happened. The basis for my development
> comes from the Angband series (http://thangorodrim.angband.org/).
> Taking a single-player turn-based game's concepts and building them
> in a MUD code base. This has been very educational and I look
> forward to making public my results. I believe in building a game I
> would want to play. I can only hope others will enjoy this as I
> have. The game is to open to the public beginning of 3rd quarter.
That's some fine innovation there, congratulations. You can't go too
wrong when borrowing from a game many people have been obsessed with
for a long, long time, and the mud version sounds very interesting.
"I've acquired quite a taste, for a well-made mistake."
- Fiona Apple, _A_Mistake_
"That pretty much sums up how I feel about Microsoft Windows."
- shren at io.com
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