[MUD-Dev] Persistent Worlds
Hulbert
Hulbert
Fri Feb 16 09:28:10 CET 2001
<EdNote: Duplicate HTML copy removed>
> -----Original Message-----
> From: Ryan Rhodes [mailto:ryanshaerhodes at hotmail.com]
> Sent: Thursday, February 15, 2001 3:22 PM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Persistent Worlds
>
> In general this principle would seem to persist with the world, that
> you are no longer just adding creatures or items. You are now
> required to provide for the way these things are generated and
> repopulate. For instance moving from a fixed list of creatures in a
> rooms birth state to an algorythm that generates creatures for a
> room... In the case of creatures.
I just wanted to take out this one idea, and ask about it... Does
anyone use a system that does NOT re-pop mobs in rooms? My point is
that spontaneous generation was disproved a couple of centuries ago.
Does anyone have a system that requires new mobs to populate only if
they have "parents"? Much more realistic, as a sufficiently avid
killer could wipe out a race of mobs, but harder to code, and much
more difficult to administrate, I would imagine. Anyone deal with
this before?
Lee
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list