[MUD-Dev] Breaking down the walls

Rayzam rayzam at travellingbard.com
Wed Jun 12 21:46:01 New Zealand Standard Time 2002

From: "Matt Chatterley" <matt at eldoops.co.uk>

> The other question which I will now raise is that of
> information. The information given to a text-mud player is
> traditionally blocks of text which describe his environment. I'm
> contemplating mingling these with ASCII overheads, a stick-man
> equipment diagram, and a few other things (and am contemplating a
> system with an optional custom client).

> Has anybody here tried Roguelike style views in parts of their
> textbased Muds?

Well, not for individual rooms. However, we have virtual servers
that work up large terrain regions. These include each of the 6
worlds. We refer to it as 'outerworld'. When in the outerworld,
you'll get an overhead representation, with different symbols for
different terrains, and colors, etc. In some of these rooms are
entrances to areas/zones. So it's a matter of scale, or zoom.

The nice bonus is then you can have lots of things affect how large
a view you get [the outerworlds are *worlds*, thus they're
huge]. Stats (perception), skills (like in ranger guild),
day/nite/weather i.e.  visibility, and more, all affect your radius
of view. A more complicated system would take terrain height and
actual terrain [see farther on a plains than in a forest] into
account. And it probably shouldn't be set to a radius, but affecting
each direction out from the central point. Too many ideas, too
little time :)


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