[MUD-Dev] Dealing with cloned NPCs
Mark 'Kamikaze' Hughes
kamikaze at kuoi.asui.uidaho.edu
Thu Jun 19 15:59:59 CEST 2003
Fri, May 30, 2003 at 07:23:27AM -0700 in
<20030530142327.22473.qmail at web40304.mail.yahoo.com>, Thomas
Sullivan <one4k4 at yahoo.com> spake:
> How do you coders deal with NPCs?
> Sounds like an easy one, and it may be that I'm overlooking the
> simple facts.. But if I'm in a room and the "look" results are as
> follows:
> You stand in the desert, with a wal-mart to your south.
> People here: Jum Jum Joey, a desert rat, a desert rat, an orc
> medic.
> I want the user to be able to attack "a desert rat" and be able to
> tell his friends to attack *the same* rat.. (grouping, etc..)
While it's a little strange[0], and it provides information not
strictly available to the player[1], I've found in my CRPGs that
giving creatures individual randomly-generated names is a good
solution. Even random "consonant (vowel consonant)+" patterns give
them more personality than a mere letter ID. In reality, we
identify individuals by appearance and position, but that's not
practical in most MUDs.
You see here: Jum Jum Joey; Nim, a desert rat; Mik, a desert rat;
Raban, an orc medic.
> say Kill Mik first!
> kill mik
[0] But you're already calling rats "people", and have Wal-Marts in
your setting, so you can't get much stranger.
[1] You're probably already doing that by identifying Jum Jum Joey,
and most MUDs don't do information hiding anyway.
--
<a href="http://kuoi.asui.uidaho.edu/~kamikaze/"> Mark Hughes </a>
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