[MUD-Dev] Re: Using HTML for a Mud character generator
Robert Woods
rwoods at nebula.honors.unr.edu
Sun May 24 23:02:44 CEST 1998
On Sun, 24 May 1998, Vadim Tkachenko wrote:
> What I meant was it looks (okay, _may_ look) too technical for a person
> on the other side of a screen, the user. I admit, the stuff I was
> talking about may be more technical in implementation, but may be
> simpler to use - I can illustrate it as a difference between the manual
> and automatic transmission.
>
> What I may come up with (given enough patience :-) is some snowflake
> with different segments corresponding to different properties (stats)
> and draggable nodes.
>
Although that's all fine and good, I still think that many people will
still want to manipulate the numbers. From my experience, it is often
very difficult for people to separate their "numbers" (stats, abilities,
talents, etc.) from their character. They want to have numbers.
In looking at the interface for the HTML character generator, it does
seem somewhat confusing at first glance. I think this is more of a
formatting problem than anything else...maybe separate the main sections
and do a bit more explaining in each section, or have a link to an
explanation page for each section header (Development Points, Basic
Attributes, Special Talents, Derived Atributes) explaining in detail what
each is and how it works. This allows people new to the system to gain
information when they're not sure, but doesn't clutter the form for those
people experienced in using it.
Just my thoughts :)
############################################################################
I'm not insane, I'm just irrational.
-Bob
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