[MUD-Dev] A flamewar startingpoint.)
coder at ibm.net
coder at ibm.net
Wed Dec 10 11:19:33 CET 1997
On 21/11/97 at 04:34 PM, "Jon A. Lambert" <jlsysinc at ix.netcom.com> said:
>On 21 Nov 97 at 8:52, Miroslav Silovic wrote:
>> Ola Fosheim Gr=B0stad <olag at ifi.uio.no> writes:
>The example of "Habitat" leads me to think graphics is certainly doable
>and at low-bandwidth. When it ran on Quantumlink, it only used 170K
>clientside storage and the average end-user was at 1200-2400 baud. The
>quality of these graphics may have a negative impact on your theme. I
>would think the simple cartoon-like graphics would be less than suitable
>for a WOD theme than a more light-hearted theme.
Agreed -- I've had the same observation.
However its worth noting that even as simple a graphical presentation as
Habitat's automatically gives a sense of space and relative positioning t=
o
characters in a room. This can significantly affect activities assumed t=
o
be range sensitive, such as combat.
>This seems to be the biggest area of difficulty. I wish to avoid the
>arcade-like quality to combat (fastest reflexes win), add a more=20
>thoughtful approach (cf. JCL's combat scripts), yet preserve a sense of
>urgency (a time limit on decisions) without imposing excessive lag on
>players.
<nod>
For the technical reasons noted afore I'm moving away from combat scripts
(they just don't work any more), and trying to move to a more losely pace=
d
clocked system. I don't have much of a design yet, but I'm almost tempte=
d
to something of a tick based system where players define generic
intentions (I want to try and do XXX action) which the system then
periodically evaluates for opportunity and then executes when possible.=20
Actions would then be defined as either ongoing on one-off's within this
structure. (This is somewhat inspired by reports on Wiggin's system). =20
What I don't like about this is that it does not allow any decent level o=
f
complexity or careful fore-planning, and seems too close to the DIKU-styl=
e
type-kill-and-wait-and-see-who-wins. I also don't like moving to a
clocked system as it fairly well forces me to move the entire game to a
clocked system, which I'm resistant to. I'm still much won over with
letting everything execute as quickly as it can.
<ponder>
--=20
J C Lawrence Internet: claw at null.net
----------(*) Internet: coder at ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
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