[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)

David Bennett ddt at discworld.imaginary.com
Mon Dec 21 12:43:10 CET 1998


>I *HATE* that. It is like "hide" in your standard diku/merc. Anything
>you type breaks your hidden state, and normally you can never tell if
>you are hidden or not. This makes no sence to me. "who" is to me an out
>of character action, and shouldn't (my opinion, not saying you should
>not do it your own way) break my hidden state. Why would it? It is a
>non existant reality taking place. How does my character, hiding in
>the weeds, know of everyone else on the earth's existance with the
>mere thought? Shrug.

I agree...  We coded hide so that only certain actions, ones which would
actually do things, will take you out of hide...

I also wrote a time handling system for commands, so the task of casting a
spell takes a while and all your commands are queued until your spell is
cast, then the commands are executed (assuming you again have enough time
units back).  Some commands take zero time, like who and various other out
of game things.  This also effects combat, so if you look around the room
you have less time for your combat manouvers, thus don't attack at all this
turn.  Etc.  It works quite well overall.

Fluffy down to the bare bones,
David.




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