[MUD-Dev] Planes of existance

Quzah Quzah
Tue May 11 16:03:58 CEST 1999


Hello again.

While talking of death and what to do with folk when they
expire, I thought of implementing planes of existance and
thought some of you folk may like to kick the idea around
a bit.

I was thinking it would be fun to implement planes by use
of a plane_of_existance variable on everything. This would
include objects, creatures and locations. You could modify
creation and destruction sequences so that when a[n] O/C/L
(Object/Creature/Location) was created or destroyed it is
shifted up or down a plane (or more).

You could modify the functionality of objects, locations
and even creatures so that when they shifted they may or
may not function entirely different.

I started (and it even works)* writing a string parser I
call QID which allows strings to be parsed different by
embedded checks. You could use a similar scheme for your
O/C/L strings so that locations look different based on
what plane they were currently on. Modifying how they
function would be a bit trickier, but it shouldn't be
that hard to do.

Anyway it would be interesting to see it in action and
so I thought I'd toss it out for you all to mull over.
You could also have a bunch of nifty abilities (spells
and what not) to shift planes, force people to shift
planes and all sorts of fun things like that. Planer
travel, gate, summon and so on.

Anyway I just thought I'd toss it out for the sake of
starting conversation...

*QID actually works but I keep rewriting it and as of
late have put off finishing up the 4th incarnation of
the parser/handler because I started writing my own
little server/socket handler. Well, some day I'll get
around to finishing it's latest rewrite. You know how
that goes...

Quzah.



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