[MUD-Dev] New Beginings II [Not GC]
ceo at grexengine.com
ceo at grexengine.com
Tue Jun 11 10:08:05 CEST 2002
On Sun, Jun 09, 2002 at 12:02:48PM -0400, Drylar Levre wrote:
> A somewhat simple character which walks around and interacts
> with other characters and the environment. I'm thinking of a
> viewpoint 20 feet up, following the character. The menus/sound
> shouldn't pose a problem, as they will remain static between
> areas/worlds (and it wouldn't be hard to add mp3 playlist or cd
> audio features). When it comes to the game graphics, I want
> simple 3D, characters that are customizable, but small in
> filesize (or memsize) so that custom characters could be
> transfered easily and quickly. I'm thinking of using a 'stock'
> set of environment objects, which would not need transferred
> each time. Basically, the only things transferred across the
> network are character details, actions, and where to put what in
> the environment. Graphics and sound would be stored
> locally. Sony's game Infantry was like that (download 20Mb+ that
> kept all the graphics and sound, and just tranmit data relevant
> to changing environment). For walking through the environment,
> I'm thinking keeping (in warcraft pud terms) a 64^3 visible on
> the map, and having the 64^3 (note, ^3 is third power here, not
> 'or') at each of 8 directions in memory so that it would provide
> smooth walking. Something final fantasy vii/viii/ix like (in
> world map mode) only on a smaller scale. As per character
> interaction, a dialog box at the bottom of the screen, similar
> to the old text mud windows. You would have to walk up and
> initiate a conversation then go into an instant message like
> environment (the box would come up for each of you). As per
> fighting, Maxis's the Sims used character models that handled
> many different actions (kissing, hugging, etc...) and that works
> with different shaped/sized skins (fat, slim, etc). It
> shouldn't be too hard to create simple attack 'scripts' to
> manipulate a character so that it would perform the actions of
> swinging a sword, raising a shield, etc. Spells would be
> similar, with set scripts that manipulate the skin of the
> character to perform a set action. I'm thinking of using a small
> static picture of the fighting parties, with health and other
> meters for combat, which would disappear when not
> fighting. While fighting, it would probably contain a static
> picture of the opponent standing, perhaps adding visual clues as
> to their overall health state (ala Id's Doom, with the picture
> showing health state).
Its not a resource in any way, but what you describe sounds quite
similar to RuneScape, which was written in Java. Suggest you take a
look at:
http://www.runescape.com
Adam M
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