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17464: Re: [MUD-Dev] A new MUD-standard
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From: "Ben Chambers" <bjchambers@phoenixdsl.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 18 Feb 2001 22:12:04 -0800
References: [1] [2] <-newest
Organization: Kanga.Nu
From: "Adam Casbarian" <adamcas@concentric.net>
> If I was going to do a semigraphical mud, I'd want real graphics.
> Nothing to compare with real graphic muds, but a library of pictures
> you may be able to download ahead of time and then the tags that are
> output reference them.
>
> Examples of graphics:
>
> Small graphics showing a terrain type. (picture of a meadow, a city, a
> forest)
>
> Graphics based on some optional flag given to mobiles to show a
> picture. (The picture would show up during combat and/or upon
> entering the room and seeing it.)
>
> Graphics based on some optional room flag or based on exits.
>
> The pictures wouldn't have to be great, but they'd be hopefully worth
> looking at. Remember Bard's Tale? Instead of a group table
> dominating the game's screen, imagine a mud's scrolling text. Cheesy
> animated gif graphics of wargs glaring at you while you fight would be
> hillariously entertaining.
The key is this isn't required. The client could add a graphics
package which would substitute. All the server sends would be a
map like
"wwwwwwwwwwwwwww
w w w
w w wwwwww
w w w w
ww www wwwwww
w w w w"
the client could recognize a w as a wall and the space as a floor. It
would then substitute the graphics. But this isn't necessary.
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