[MUD-Dev] Logical MUD Areas

shren shren at io.com
Fri May 4 22:06:03 CEST 2001


On Fri, 4 May 2001, Triem, Brad wrote:
> Thursday, May 03, 2001 12:41 AM, Scion Altera wrote:

>> Ditch the human built areas and go for generated ones. Seperate the
>> mobs from the areas entirely:
 
> Needless to say, this process happens seamlessly.  The player
> doesn't even know what just happened.  The basis for my development
> comes from the Angband series (http://thangorodrim.angband.org/).
> Taking a single-player turn-based game's concepts and building them
> in a MUD code base.  This has been very educational and I look
> forward to making public my results.  I believe in building a game I
> would want to play.  I can only hope others will enjoy this as I
> have.  The game is to open to the public beginning of 3rd quarter.

That's some fine innovation there, congratulations.  You can't go too
wrong when borrowing from a game many people have been obsessed with
for a long, long time, and the mud version sounds very interesting.

--
"I've acquired quite a taste, for a well-made mistake."
  - Fiona Apple, _A_Mistake_
"That pretty much sums up how I feel about Microsoft Windows."
  - shren at io.com

_______________________________________________
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