[DGD]Re:Rooms with views
John West McKenna
john at ucc.gu.uwa.edu.au
Wed Nov 3 03:29:24 CET 1999
Dworkin writes:
>You might not have to abandon the rooms system if you introduce
>positions (coordinates) in rooms, and if you can see what's going
>on in adjacent rooms.
That was just an example, and not all of the reason I'd like to abandon
rooms. I should have made it more clear that this is a purely experminental
lib, and it doesn't matter so much if what I'm trying doesn't work in
a game :-)
I don't like rooms. I also don't like coordinates, although the reasons
behind that are much harder to explain. I'm thinking more along the lines
of a web of objects, joined by spatial relationships ("a little to the
south-east of", "on top of" "a long way north" - I'm inclined to make the
distances fuzzy rather than precise measurements, but I'm not sure why).
Each object also has a size, and large objects can be seen from further
away.
Updating this graph dynamically as people move around is hard, so I think
I'll have to cheat slightly and have a fixed web of 'landmark' objects
that don't move. Movable objects can form relatively simple transient
relationships with them.
This will require making a 'description engine' that can walk the object
graph and write a description of what the player can see. That's going
to be quite a challenge. But that's what this whole project is about :-)
(making my life unnecessarily difficult, and also breaking as many of the
standard MUD assumptions as I can find).
If anyone is feeling like a little history lesson, have a look at the
Inform port of Advent (the game binary is at
ftp://ftp.gmd.de/if-archive/games/zcode/Advent.z5 and you'll also need an
interpreter from ftp://ftp.gmd.de/if-archive/infocom/interpreters). The
'help' command has a very interesting history of the game that started it
all. Calling locations 'rooms' can be traced back to the 1830s.
John West
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