Graphical mud perspectives
Richard Woolcock
KaVir at dial.pipex.com
Fri Jan 23 01:28:40 CET 1998
Okay I know we have discussed graphical muds a fair bit, but something
I've been thinking about while debating if I should code a graphical
mud is what sort of perspective view to have. The different types I
can think of are:
* First person perspective: You see what your character sees, like
Doom/Quake/Daggerfall/etc.
* As above, except your character is standing forward slightly (as
if you are standing behind them). While a little more awkward,
this does allow you to see your character performing manoevers -
so if you do a backflip, you see your character do it rather than
see the screen spin 360 degrees.
* Overhead view: Like the old Ultima games, or perhaps Gauntlet (hey,
anyone for a game of mud-gauntlet? ;). It could also be done in a
similar way to WarcraftII/Command and Conquer/Total Annihilation,
except with each player controlling a single 'unit'. The trouble
with this is that you rapidly start moving away from all social
aspects.
* Isametric view: Syndicate, Diablo, Dungeon Keeper, etc. Suffers
from similar problems to overhead views - although I keep thinking
of the way you can 'switch' into creatures in Dungeon Keeper (gaining
a first-person perspective view), which could make things a bit more
interesting perhaps
I am beginning to favour the idea of an overhead PK-style game, with
a form of character customisation similar to Syndicate (except fantasy
themed). As long as I don't bother with fancy graphics or computer
controlled mobs, it shouldn't be too difficult to get a very simple
sort of game running - then its just a matter of adding the mud-server
part, and linking the two together. Of course it'll probably take
months to get this far, but once I have something simple, its quite
easy to build on.
KaVir.
More information about the mud-dev-archive
mailing list