[Home] [Groups] - Message: [Prev in Group] [Next in Group]

nu.kanga.list.mud-dev

17256: Re: [MUD-Dev] Semi Graphical Muds

[Full Header] [Plain Text]
From: Adam Casbarian <adamcas@concentric.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 12 Feb 2001 14:11:19 -0800
References: [1] [2] [3] [4] [5] <-newest
Organization: Kanga.Nu
The big problem with a semi-graphic interface is the fact that a mud
is mostly channel and command output of stuff.  This limits the space
you can bother having graphics with unless you want to sacrifice
channels and long listed commands, etc.

If you just want a few pretty pictures, you could set up tag
generation on entering a room based on terrain bits and throw a
generic picture of that terrain up on the screen instead of the room
description.

You could also tag some mobiles with some sort of optional flag for
graphics so that a picture of that Warg you're fighting pops up on the
screen ala Bard's Tale (although hopefully a step up).

- Adam
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev