[MUD-Dev] Re: Room descriptions

Nathan F Yospe yospe at hawaii.edu
Wed Sep 30 10:34:10 CEST 1998


On Mon, 28 Sep 1998, J C Lawrence wrote:

:On Mon, 28 Sep 1998 15:32:58 -0700 (PDT) 
:Adam Wiggins<adam at angel.com> wrote:

:> On this particular point I don't think I can agree.  In the end,
:> if someone detonates a nuclear bomb inside your candy store it's
:> still going to have the same roomdesc.  

:Right, you need to have objects and locations built from defined
:component materials with externally defined transformation paths to
:get it done right.

I'm not sure I follow the meaning of "externally defined transformation
paths" here... are you talking about interaction rules, say the ones that
say "melt to slag" in the reaction definition for a nuke?

:> I don't think this sort of constructed world will ever be
:> interactive in the way that I'm thinking; it will always be a
:> sophisticated Zork spinoff, which is to say you only have the
:> interactions which are coded by whoever created the area.

:Bingo.

Which is to say, there can't be anything more than case switching without
a full scale simulation?

:> Other than that, I agree with all your other points including the
:> main one.  I could see a whole new genre of muds spinning off from
:> this sort of thing, especially with free user creation
:> (LegendMOO?).

:Rhetorical question: _Now_ do you see why I'm such a fan of user
:programming?

Hrmph. Still think that does nothing but induce chaos...

--

Nathan F. Yospe - Born in the year of the tiger, riding it forever after
University of Hawaii at Manoa, Dept of Physics, second year senior (joy)
(On Call) Associate Algorithm Developer, Textron Systems Corp, Maui Ops.
yospe#hawaii.edu http://www2.hawaii.edu/~yospe Non commercial email only





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