[MUD-Dev] Re: Character creation, was: Mudschool
Jon A. Lambert
jlsysinc at ix.netcom.com
Mon May 18 00:45:31 CEST 1998
On 14 May 98, Richard Woolcock wrote:
> Ling wrote:
> >
> > On Wed, 13 May 1998, John Bertoglio wrote:
> > >
> > > The idea of pre-built intro scenarios is great. Since our character
> > > creation process is quite long and detailed (the stuff on the
> > > www.paper.net/mud/ site is just a small portion), we will use fully
> > > developed NPCs and chunks cut out of the world to train newbies in.
> >
> > Yep, that was just what I was thinking of. There are several muds I've
> > been to where I lost interest because character creation took more than 5
> > seconds. (hey, I admit it, I have no attention span, gimme that Ristlin
> > :)
>
> That is something my players complained about when I implemented a complex
> character creation system...to get around it, I modified the system so that
> after a player has entered their name and password they can select from a
> number of preset concepts* OR choose to customise their character completely.
> The quick route only requires typing a name (confirm), password (confirm),
> concept and gender, while the long route reqires the above details as well as
> exact attributes, abilities, appearance, and so on (it takes about 5 minutes
> to create a character the long way).
>
I won't have a short method, yet I do plan on having guest accounts
where one can roam freely and invisibly within a restricted public
space to get a feel for what's going on. Also I like the one user
account multiple character system. One could at their leisure create
and customize a dozen or so characters. Character creation is a
client-side process and can be done offline. A user does not enter
directly into game play either. All users are dropped into a small
OOC area and when they do enter the game they exist simultaneously in
both the game world and the user area. They may totally suppress any
messages from the OOC area or may choose to become pageable from the
user area. While this user area has some of the trappings of the
mud, it more resembles a set of IRC channels.
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