[MUD-Dev] Re: DBMS in MU*'s
s001gmu at nova.wright.edu
s001gmu at nova.wright.edu
Tue Jul 21 16:24:55 CEST 1998
On Mon, 20 Jul 1998, Chris Gray wrote:
> [s001gmu at nova.wright.edu (Greg):]
>
> >Short of some titanic force, no unaided mortal will break the axe head,
> >but the handle is quite breakable. Now, another can of worms is opened
> >when I ask, "uh.. what happens to the handle? is it 2 distinct 'broken
> >wooden axehandle' objects?" I choose not to address that, atm. :) Words
> >of wisdom from the peanut gallery?
>
> You mean like, allowing disassembly being the first step, and breakage
> being the second step of a infinite path leading nowhere? :-)
ya... that's why I chose not to answer it.
> You either have to stop somewhere, fake it, or get generic.
heh. I'd say generic. Faking it tends to fall apart after a while...
> The game value of allowing assembly/disassembly can be good.
Yup. I really like the idea.
> The game value of allowing
> that kind of breakage is likely less generally useful (how is it better,
> for the game, than just ending up with a single "broken axe handle"?)
I can see where breaking things can be of importance to the game.
Consider a wall betwixt you and the treasure of masive manlyness.
Granted, I might be tempted to call walls a construction of bricks, but
then, do I really want to model EVERY brick? I don't think so... not
until memory gets to the range of $0.01/GB. This thread feels like it is
pulling us back towards a thread quite a while back that JC was prominent
in, about grouping items, etc.
> If you want to go that path, consider modelling the axe handle as a
> rough cylinder of given dimensions. Breaking it produces a pair of
> rougher cylinders of appropriate dimensions. The breakability of a piece
> of wood is related to its smallest dimension (unless of course you want
> to get into issues of wood-grain).
I choose not to comment... :P where to draw the line on what to model and
what to fake has yet to be determined for my project. :)
-Greg
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