[MUD-Dev] Re: Introductions and descriptions

Maddy maddy at fysh.org
Mon Nov 24 14:59:52 CET 1997


Previously, Richard Woolcock wrote....
> Adam Wiggins wrote:
> > 
> > [Derrick Jones:]
> > > One other detail.  I really dislike those descriptions that give you too
> > > much information.  For example, 'He wields The Sword of Devistation in his
> > > right hand.' gives you the proper name of the object (the sword) of which
> > > the character has no knowledge.  Perhaps simular recognition code could be
> > > written for objects as well as for people.
> > 
> > One would assume this would be handled by object inheritence?  Characters,
> > locations, and items (swords of devestation) are all objects in most
> > systems, after all.
> > Note that you'll also need code to implant memory about something you've
> > read about if you want this.  Ie:[example object-recognition snipped]
> 
> As a 'cheap' alternative, you could use skills for this.  Thus Bob, who has
> Survival 0, looks in the room and sees 'a tasty-looking mushroom', 
> while Fred - with Survival 5, sees 'a deadly skull-cap toadstool'.  This
> is not as 'nice' as learning about each object, but would be less cpu/memory
> intensive.  Skills such as 'Occult' could be used for strange artifacts,
> whilst 'Melee' might show you 'A finely crafted steel katana' rather than 
> 'a sword' - perhaps someone with a little Melee might see 'An oriental sword'.

Well you still have to remember the name of things.  If Bob ignores the
mushroom and walks back and forth through the room several times, eventually
he'll succeed.  Likewise, Fred may eventually fail and think it's a tasty
looking mushroom.

Maddy



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