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19675: [MUD-Dev] Coordinate mapping with text-based MUDs
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From: "Jared Nielsen" <grafx@innovativestudios.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 22 May 2001 07:25:43 +0100
References: [1]
Organization: Kanga.Nu
I've been doing my research on text MUD systems and have attempted to
incorporate some elements of a graphical MMORPG into a text-based
game.
One element that seemed pretty important was the need for spatial
measurements in the game. At risk of losing the immersive quality of
free-form text, I created a coordinate system of 1m x 1m and then
"grouped" these logical "tiles" into "rooms". Each room contained a
master tile to which was linked all global room information like the
"look" message and the exit links, etc...
The avatar can now move from room to room just like a MUD, but he can
also "inch" around to a particular tile and examine it more closely.
Some interesting side effects include the ability (or bane) of crowded
rooms, I now can limit movement to the individual movement range
limits of the players, it creates a bit more depth in "searching" a
room completely so there's more, neat, hidden things... however the
movement requires a little bit different vocabulary that's less
natural, "N 8" moves 8 tiles north where "N" goes through the north
exit like a traditional MUD.
Now that I have more of a spatial placement of avatars I can have a
more realistic form of combat including vector tracing of missiles,
haphazard risks of striking other players in the case of critical
misses, weapon-specific range limits, etc.
I would be very interested in what you guys think about how you handle
spatial issues in a text-based MUD.
Cheers,
Jared Nielsen
www.RPG.org
www.GameCodex.com
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