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30699: Re: [MUD-Dev] SOC DGN - Spawn locations

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From: J C Lawrence <claw@kanga.nu>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 25 Aug 2004 23:50:29 -0400
References: [1]
Organization: Kanga.Nu
On Wed, 25 Aug 2004 17:32:37 -0400 
Douglas Goodall <dgoodall@earthlink.net> wrote:
> Matthew Rick wrote:

>> 1) Mobs may become too scarce in crowded areas (newbie areas
>> specifically)

> You can prevent this if you have rooms/zones where players either
> can't enter or can't stay for very long. Mobs could always spawn there
> and then travel to more crowded areas.

The age-old pattern in SHADES and a few other games was that NPCs
spawned in rooms that were not player accessible.  One-way exits then
lead from those rooms to a variety of locations about the land.  Random
motions on the part of the NPC then progressed them through a random
exit and thus randomly into one of a fairly small set of initially
"visible" locations.

--
J C Lawrence
---------(*)                Satan, oscillate my metallic sonatas.
claw@kanga.nu               He lived as a devil, eh?
http://www.kanga.nu/~claw/  Evil is a name of a foeman, as I live.

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