[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
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