[MUD-Dev] The MLI Project
Koster
Koster
Thu Feb 26 09:17:11 CET 1998
On Wednesday, February 25, 1998 5:16 PM,
cg at ami-cg.GraySage.Edmonton.AB.CA wrote:
> [Caliban:]
>
> :One of the things I've been enamored with lately is a throwback to
Ultima
> :1. If anyone remembers that game, the way it worked was that you
wandered
> :around in a tile-based graphic world until you got to a dungeon,
and then
> :it went to a 3D first person view. So I got to thinking...
>
> I played a bit of the early ones on a friend's Apple-II. Is it true
that
> there was also a space mode on the first one? It doesn't sound
reasonable,
> but that's what I was told.
Ultima I used a redefined B&W character set at 80x24 for all
graphics,including the "3d" dungeon view, which was very simple. The
space sections were overhead view, with an asterisk for a star, and
little ship icons... Space got left out of all subsequent Ultimas, and
Richard now says he was "putting the kitchen sink in" and now knows
better. :)
Ultimas II through VI were basically still an overhead system, though
more colors and detail accrued. (e.g by II it was no longer B&W).
Starting at VII the perspective started to change.
> Ultima went to a third display mode for tactical stuff,
> but I don't think that would be appropriate for a MUD, since the
arrival
> of wandering NPC's or other PC's could then trigger a mode switch -
bad
> user interface design! I also don't like some of the alternatives -
the
> icons for PC's and NPC's bumping into each other, and thus blocking
> passage unnecessarily; the icons overlaying each other, resulting in
an
> often incomprehensible blur of jiggling pixels; etc.
Believe it or not, I had players ask for exactly that sort of third
display mode in UO. It took long hours of explaining why it wouldn't
work to get them to subside...
More information about the mud-dev-archive
mailing list