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26094: Re: Geometric Inconsistency was AC2 was RE: [MUD-Dev] Total...
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From: Amanda Walker <amanda@alfar.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 18 Dec 2002 10:41:18 -0500
References: [1]
Organization: Kanga.Nu
On 12/17/02 6:55 PM, Dave Rickey <daver@mythicentertainment.com> wrote:
> Ahh, I misunderstood the original point. On this side of it,
> realistic scaling feels too cramped/confining.
Actually, feeling cramped was my original point.
> Our models are > scaled in the human range (Highlanders are 72
> units tall by > default), buildings are scaled up about 20-25%
> from that, the > original dungeons were scaled 150%. We learned
> from that mistake > (too close for fighting) and scaled later
> dungeons to 200% or more.
So far, so good. What induced the "miniature golf" impression, for
me, was that the terrain (hills, mountains, distance between towns,
etc.) seemed to have been scaled to about 50%. It was the
juxtaposition of large buildings and small terrain features that
amused me.
> If realism conflicts with gameplay, too bad for realism.
This is quite reasonable--and as long as the scaling is internally
consistent (as it is in most of the games we've been discussing),
players do accommodate to it fairly quickly.
If you really want to see amusing scaling errors, try E&B. On the
other hand, nobody wants to spend weeks getting from planet to
planet either ;-).
Amanda Walker
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