[MUD-Dev] DGN: Rooms, Directions, etc. - any alternatives?
Fred Snyder
info at castwide.com
Mon May 24 14:50:43 CEST 2004
Skane2004 wrote:
> I realize that just about every mud uses the direction system of
> north, south, east, west, up, down -- but are there any
> alternatives? One of the common complaints I hear about are that
> people don't like having to memorize cardinal directions from
> recall to get places -- or new mudders have a hard time getting
> where they want to go because they don't have the directions
> memorized... Are there any muds that don't use NSEWUD? If so,
> how does their system work, and how do they define where a
> character's location is? It seems more realistic to be able to
> manipulate (or at least see) what's in the rooms around you...is
> that implemented anywhere? How does it work? I'm just trying to
> think outside of the box here...any suggestions?
I've seen a couple MUD projects that tinkered with coordinate-based
systems. Instead of rooms, they provide you with a dynamic
description of your surroundings. In one I tested, the game log
would have looked something like this, had I saved it:
You are standing in a grassy field. There is a large rock to the
north. Further off to the north you hear the babbling of a river's
current. There is a windmill to the northwest.
>walk north
You begin walking north.
A river becomes visible to the north.
You are walking past a large rock.
>stop
You stop walking.
You are standing next to a large rock. A river is visible to the
north. There is a windmill to the northwest.
>run to windmill
You start running to the windmill.
You run past a large rock.
You are at the base of a windmill.
You stop running.
Unfortunately, I can't find that particular MUD right now, or even a
MUD that uses a similar design. I do remember, however, that I
found the above project on the mudconnector discussion boards.
My own graphical MUD (currently offline) supports similar features.
Players can use FPS-style controls to move their characters around
the map, or they can use the command-line interface to enter
commands such as "go to the tavern," "approach the rat," or "enter
the cave." I haven't put much effort into generating dynamic
descriptions because it uses a graphical interface. In a pure text
MUD, good dynamic descriptions would be much more crucial for
immersiveness.
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