[MUD-Dev] Re: Dynamic muds

Ben Greear greear at cyberhighway.net
Mon Sep 20 22:37:42 CEST 1999


Petri Virkkula wrote:
> 
> >>>>> "ryan" == ryan  <ixiterra at microworld.com> writes:
> 
> ryan> Builders - Are you willing to put the extra code forth to make
> ryan> rooms much more versatile as season and day/night changes occur?
> ryan> Possibly other things as well.
> 
>         Inour case dynamic descriptions do not mean burden to builders
>         at all. All our rooms a inheriting a common base class that
>         defines the following two functions (among other things) that
>         are enough for the system to generate dynamic descriptions:

However, you don't get anything for free, and though the descriptions are
better than many hand-crafted ones you'll find, they seem to be inferior
to what a decent writer could produce.  My (current) opinion
is that a well written snapshot in time is more pleasing to
play in than a more technically correct system that changes, but can never
be fine prose.

I do like the fertility thing...  I think it would be better used to 'grow'
items in the room though, instead of conglomerating it into the description...

> > e
> yyyyyyyRc  You are walking on a road going east and west. The road is made of
> yyyyyyyRc  stones. There are some trees near the road.  The road looks like it
> yyy+*--=c  is being used a lot. Above you is a warm, slowly moving, heavily
> yy/yyyyRc  clouded sky. A light wind stirs the air.
> y/yyyyyRc  Obvious exits are: nw, n, ne, w, e, sw, s and se.


--
Ben Greear (greear at cyberhighway.net)  http://scry.wanfear.com/~greear 
Author of ScryMUD:  scry.wanfear.com 4444        (Released under GPL)
http://scry.wanfear.com


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