Vast areas in muds
Ling
K.L.Lo-94 at student.lboro.ac.uk
Mon Jan 19 19:24:24 CET 1998
On Sat, 17 Jan 1998, Marian Griffith wrote:
[with regard to representing rather big areas in muds]
> If crossing the desert means typing 'E' a couple of thousand times and
> watching the same identical description every time then it is boring in
> the wrong way. Of course I have no real solution, but I was trying to
> point out what types of areas are difficult to represent in a rooms and
> exits based mud.
I've always wondered... For a real 3d movement sort of mud, imagine the
player got shrunk into a 1 inch high stag beetle and gets transported to a
desert. Does this mean the player will sit there watching a blank screen
as the character attempts to traverse a few thousand miles of desert or
does the occassional message appear:
"You amble past a really big rock." (which is a pebble but the character
is only one inch high).
| Kilo Lima Lima Oscar dash Niner Four, over and out. ---o
_O_O_ Electronic and Electrical Division, Loughborough Corp. <+=+=+>
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