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77: Re: mud grammar (was Re: Just a bit of musing)

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From: "Chris Gray" <cg@ami-cg.GraySage.Edmonton.AB.CA>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 18 Mar 97 07:18:52 MST
Organization: Kanga.Nu
:On 15/03/97 at 09:39 AM, cg@ami-cg.GraySage.Edmonton.AB.CA (Chris Gray)
:said: >Insert big smiley here. :-) :-)
:
:>Actually the first could be a problem with the MUD server designer, in
:>insisting that all verbs be attached to objects, rather than being global
:>in the scenario.
:
:Ahh, not quite so grasshopper!

[ChrisL]
:A verb can also be attahed to a (semi-)global root object, from which damn
:near everything is Sod's little creation incenstuously inherits.  And Lo!
:There breathed upon the land global verbs!
:
:You can then add manual kick-outs to anything local that's more
:specific...
:
:>If as many verbs as possible are global verbs, then it mostly falls out
:>for free.
:
:And you end up with Baal's own creation for your local language matrix.

I don't follow your meaning here. You end up with a consistent base set
of verbs available, modified by local objects. Hopefully that local
modification is kept to a minimum, and does not violate the "spirit" of
the more global verbs. As usual, that's part of the set of conventions
for coding within the MUD.

--
Chris Gray   cg@ami-cg.GraySage.Edmonton.AB.CA
ho know precisely when to go back into an area, and so end up hogging its resources from the less experience players, especially if you fiddle the regen time a bit with a random number. In all things, though, you have to balance the benefit actually seen by the players against the implementation effort. If the players can't really tell the difference, then I'd say don't bother. However, if you do everything gradually, so that rumours float around, news articles appear in local papers, troop movements can be observed, both directly and indirectly, then I'd say go for it. But then, if all of that stuff is there, you obviously already have a very detailed MUD! -- Chris Gray cg@ami-cg.GraySage.Edmonton.AB.CA