[MUD-Dev] Room-based vs. Coordinate based[Was semi-graphical MUDs]

msew msew at ev1.net
Wed Feb 21 04:04:16 CET 2001


At 10:00 02/19/2001 -0800, J C Lawrence wrote:

> The main problems with Fortress Fract were that it was just too
> damned big and opaque to the players.  Even once you knew the
> "solution" the level of sheer work required to do it was excessive
> (hour and a half to two hours to get down, another hour to get back
> up if you were lucky).

<SNIP>

> To help make this amusing I had the shops and so forth that hung off
> each side of the the steet also vary depending on which direction
> you were last going (eg east from Room2 was an Armourer, and east
> from roomB was a baker (or perhaps a duplicate armouror that had its
> own room)).

> Simple annoying graph stuff.

Some of the fondest memories of mudding were figuring out the little
graph tricks the area designer created.  It would be nice to have such
things enter into the world of the graphical mmp games we have now.
EQ finally has a maze in with the Velious expansion (about time!)  so
perhaps we will se more :-)

The biggest issue I see is that for old skool mud you can easily have
your randomized graph algorithm crank out a new maze every N hours or
what not and the players get to "enjoy" the fun of solving that new
maze.

For the current crop of graphical games all of the world state /
terrain / buildings are all static :( Hopefully some of the next gen
will have dynamic buildings and such to build mazes and dynamic
puzzles into them.  Conceivably UO could do mazes now.  do they?  I
have no played UO for quite some time now so I don't know if they have
such things.

msew

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