[MUD-Dev] Realistic travel times/virtual terrain
Ben
bjchambers at phoenixdsl.com
Sun Oct 15 00:08:16 CEST 2000
From: "Matthew Mihaly" <the_logos at achaea.com>
> I'm curious as to whether any of you who are doing coordinate systems to
> better simulate distance in a text mud allow people to get lost? For
> instance, (we're going to do this with our in-development ships and oceans
> system) you're out there in the desert wandering, and you type 'north'
> (Or whatever command you use to indicate that the player wants to move
> north. I'm assuming you're using a standard absolute direction-based
> movement system.). Can your players get themselves turned around, so that
> they don't know which way is north? For instance, perhaps the more 'lost'
> they get, the greater the degree of error in moving, until they could even
> be moving in exactly the opposite direction they intended.
>
> Our ship system will merely have forward, backward, and rotating motion
> for the ships, so what we'd do is simply skew the map so that north was,
> in fact, west or whatever, and the player thinking he is heading north
> (and whose ship is moving towards the top of the screen on the ascii map)
> is actually heading whatever other direction.
>
> Just curious how other people simulate getting lost.
> --matt
What would you do when the ship hits land that isn't on the map? Or vice
versa? How would you deal
with the inconsistencies in the map, in the event that the player found
one...
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