[MUD-Dev] Command interface for Coordinate based world
Lovecraft
dave at darkages.com
Thu Mar 23 12:34:06 CET 2000
Dan wrote:
> I can see a system where the user types:
> >Heading 280
> >Speed 5
> >Facing 300
> But I think that would get old *real* fast and also isn't nearly as
> transparent as the normal interface. I'm also having a problem with
facing..
> in my hope to avoid numbers, I have 'look right', 'look left' and 'look
> ahead'. Again, not enough control?
What are the technical barriers to writing both a low-level and high-level
commands?
In Diablo and several graphic muds, you can use keyboard control to move
your character, or click on a destination with a mouse. The client
pathfinds the destination. Pathfinding is slightly more high-level than
using the mouse. Some strategy games allow very distant pathfinding or
other high-level orders.
If your world is text based and contains objects in it that the user reads,
then I imagine one could give the high-level or low-level commands to get to
any object.
Low-level example:
> >Heading 280
> >Speed 5
> >Facing 300
[more low-level commands to navigate as your imagination needs]
High-level example:
User sees:
A lilac bloom winks in and out of view behind the sparkling water
fountain's flow.
User types:
Get lilac
User does:
Goto (lilac) {
Check range (lilac, arm's reach)
Check obstacles {
Navigate around (water fountain)
}
Approach (lilac)
repeat
}
Get (lilac) {
Pull (lilac, root)
}
*smiles* Have mercy on my non-technical soul.
Dave Kennerly * A world to live in
Game Director * http://www1.darkages.com
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